Chaos Destruction CG causes issues with Client side sync

For a while now (I think since 5.1 or 5.2) I’ve been experiencing issues with client sync when using Chaos in a multiplayer environment. Specifically when a character walks on CG, it glitches all over on the client side. This didn’t happen before 5.1, but even with 5.7 the issue is still there. I tried creating a project from scratch but same result. I also tried different syncing plugins but they’re not ideal as they often don’t work great with CMC.

Did anyone else experience this and/or know a solution?

That jitter when you walk on a geometry collection is the pieces being simulated separately on each machine, so they drift from the server copy and cmc keeps correcting your client onto a surface that isnt where the server thinks it is.

what works is to not use simulated pieces as the movement base. keep the intact walkable collision as a plain static mesh (or kinematic gc), let pieces simulate only after the break, and never replicate the resulting piece transforms. replicate the break itself as a multicast that applies the same strain/field on every machine so both sides simulate from the same starting state.

if you want the field and anchor and replication wiring already done, Dynamic Chaos Destruction Fields, a replicated destructible mesh template for Unreal Engine 5, does destructible meshes in blueprint: Dynamic Chaos Destruction Fields — Replicated Destructible Meshes in Blueprint | Fab