All replicated skeletal meshes doubled in (0,0,0)

I have a character which has other actors attached to it. Those other actors has skeletal meshes. Best example is weapon attachment.

On client i can see all replicated skeletal meshes in zero world coordinates, but also this skeletal meshes are attached to my character correctly, and editor shows only one instance of actors which has this meshes. So it looks so - i can see weapon in character hands, but also i can see this weapon in zero world coordinates, and i have only once instance of weapon actor in editor actors list.

If i attach 2-3 or more weapons, i can see all of them in world zero coordinates on client side.

Actor constructor:

    	bReplicates = true;
    	bNetUseOwnerRelevancy = true;
    	bAlwaysRelevant = true;
    	SetReplicates(true);
	    PrimaryActorTick.bCanEverTick = true;
	    PrimaryActorTick.TickGroup = TG_PrePhysics;
	    SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);

Attachment code:

				if (auto socket = CharMesh->GetSocketByName(attachPoint))
				{
					Mesh->AttachTo(CharMesh, attachPoint, EAttachLocation::KeepRelativeOffset);
					Mesh->SetHiddenInGame(false, true);

					Mesh->bOwnerNoSee = false;
					Mesh->bOnlyOwnerSee = true;
					Mesh->bCastHiddenShadow = false;
					Mesh->CastShadow = false;
					Mesh->bReceivesDecals = false;

					Mesh->MarkRenderStateDirty();

					UpdateAllReplicatedComponents();
				}

Should be something additionaly done or is it a bug?

Hey h2o-

Do you have a sample project that shows this behavior or are you able to provide steps to setup a project that will reproduce this behavior locally? Looking at the code provided, the lines from the constructor appear to be referencing the actor itself rather than any skeletal mesh components that are a part of the actor. For your attachment code, where exactly is this being added? What type of pointers are CharMesh and Mesh (are they both skeletal meshes or something else)?

I will sent you PM on forum with details, tnx

Hey h2o-

After our discussion on the forums I believe this issue has been resolved. If you have any further questions, feel free to respond with a comment to reopen the post and we will investigate further.

Cheers