This is pretty much a duplicate of my question here : Attach a Character to Another Character's Socket - UE4 AnswerHub
Anyway, I’m trying to carry a player character with another player character. I was hoping it would be as simple as attaching the player to the parent player and disabling movement on the attached player, but I’m having a lot of networking issues. On the client I am getting huge amounts of jitter on the parent player, though the locally owned/attached player moves smoothly as expected. I have tried turning off pretty much everything from disabling movement, turning off physics and collision on everything, disabling tick on the movement component, removing the movement component, and unpossessing the actor, but it still seems to have an unacceptable amount of jitter.
Placing a non-possessed character blueprint in the level seems to work as expected when attached. The player can move around smoothly, and everything seems fine.
My kind of last ditch effort is going to be hiding the player controlled character and spawning a new non-possessed player in the same state, but I’d like to avoid that if possible, because it seems like I should be able to just turn off all the things that are causing the jittering.
Does anybody have any idea what might be causing this?