In the third person template, edit the default pawn so the “Mesh” component is set to ragdoll physics.
Create a new physics asset for the skeleton.
Then in the character, add a key press which initiates a server side custom event.
Make another custom event that is a multicast and tell it to enable physics on the mesh component.
You will notice that both the owning client and the server are correct but all other connected clients see the rag doll around the 0,0,0 location. They are often spazing out, jittering all over the place.
I’m having the same issue, ported from 4.4 to 4.5 and ragdolling teleports over to the 0 position and stays there. Even though this point is above the ground for me the skeleton is hanging from that position as if their origin is fixed to it.
We haven’t heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.
I’v solved it !!! All you need to do is to destroy the movement component and disable replication before starting the physics simulation. all the clients will see the ragdoll and you too and it will works great ! I’m so proud of myself :")