Action RPG Inventory System

Exactly if you are having troubles looting ragdolled corpses it’s because the servers position of the corpse and the clients can and most often will be different. This is the same issue you will run into with physics items. If you drop most items they will land in the same spot but things like apples may roll or when you kick them around they will get out of sync. That’s why in most multiplayer games physics is used for visual and not gameplay things. Like when a wall explodes it doesn’t matter if all the chunks land in the same place. You can sync physics over network in unreal but it’s not recommend and will be extremely bandwidth intensive.

If you are making a physics heavy game you can always change it to do the USE Actor check client side, then just tell the server what you want to use. If you do this though I would suggest trying to add in some anti hacking logic/checks to make it a little more secure though.