Attaching actor to component produces strange physics behavior on client

Hello,

I honestly have no idea, but perhaps try changing the mesh to something else to make sure that it’s not the mesh and/or its physics that’s the issue. If you can drive a plain-old cube, then it is definitely the mesh. If the cube behaves the same way, then it’s almost definitely your code.

Also, I assume you’ve played with turning the physics on and off (assuming that the vehicle doesn’t require physics to operate.)