Attaching Player to Actor not replicating movement properly

After all of these months, I finally found the solution, and it’s really dead simple:

When you attach a Character (with a Character Movement Component on it) to another actor and want them to stay put, you need to set CharacterMovementComponent -> bIgnoreClientMovementErrorChecksAndCorrection to True. This is accessible both in C++ and in Blueprints (get the movement component, drag off of it, and create a Set Ignore Client Movement Error Checks And Correction node).

Well, that was a journey!

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