[4.7.3]Inconsistent Skeletal Mesh location on client

I have a blueprint derived from character that I’ve added a static mesh to, component hierarchy looks like this:

36900-blueprinthierarchy.png

I’ve added the same relative offset and rotation to the skeletal and static meshes:

I place it in the editor and add a 90 degree rotation to the instance. When I run the game with 2 players the skeletal mesh shows up in 2 different places while the static mesh shows up in the same place:

It seems to me that when the transform of the skeletal mesh is applied on the remote client they’re done in the wrong order or something like that.

Hey kgamble,

I had written up a response to you a few days ago, but I don’t think I hit send. MY BAD. Anyways, I have been unable to reproduce this locally.

Is there any way that you can send along some of your problematic assets for me to try and see what’s wrong? You can upload them to dropbox, google drive, etc and then PM me the link. :slight_smile:

Thanks,

-.

Sent you the project I used.

Hey kgamble,

I have an email out to one of our devs. I just wanted to let you know it is still being looked at.

-.

Hey kgamble,

With a little more investigation, I was able to repro locally. I’ve entered it as UE-14179.

Thanks for reporting this!

-.