Attach to component not welding on other clients

Ok so I think I figured out the way this needs to work based on feedback from C++ AttachToComponent() doesn't weld on simulated proxies? - World Creation - Unreal Engine Forums

  1. You first need to disable the collision on the character mounting your bear
  2. You then need to de-activate player movement as gravity will still impact your player position

Please note that my Horse Character has a collision profile of Vehicle hence the collision ignore statement

Snippet #1

if(CurrentState == EPlayerState::MOUNTED)
{
	// this is needed as gravity will affect the player character
	GetMovementComponent()->Deactivate();

	GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Ignore);
	GetMesh()->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Ignore);
}

Snippet #2

const FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, true);
		
PlayerCharacter->AttachToComponent(HorseCharacter->GetMesh(), AttachmentRules, "RiderLinkSocket");