Attaching actor to component produces strange physics behavior on client

Yeah, if a cube is behaving the same way, that means that there’s something wrong with the code. Whether it is your code or native Unreal code, I, unfortunately, do not know.

Were I you, I would create a completely new blueprint and see if I can successfully possess simple objects before adding all of the complicated stuff.

There could also be a box you need to tick, but, there are SOOO many boxes, so I would try to do the former:

  1. Create a new possessable blueprint.
  2. Give it basic movement logic.
  3. See how it behaves.
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