Changing Skeletal Mesh component in Server function

Hey Moss,

thanks for your answer!

For clarification’s sake, “UpperBody_Gear” is a SkeletalMeshComponent in the Character class. In the Characters constructor this component’s replication is activated (UpperBody_Gear->SetIsReplicated(true):wink:

The “PickupItem” is another Actor, which holds a SkeletalMesh reference (SkelMesh_Gear_Male). In the PickupItem’s constructor, replication is activated (SetReplicates(true):wink:

Now when I change the SkeletalMeshComponent in the Character class, it should replicate its changes to the clients, right? Or am I missing something here?