Hello there !
I am making GeometryCollectionActor inside AnchorField.
I am spawning the blueprint FS_MasterField provided by the engine in order to destroy the mesh.
The FS_MasterField has the property ForceDynamicField to true in order to destroy parts inside the AnchorField.
When I shoot parts of the GeometryCollection outside of the anchor field, the replication works well on the client, it sees the part destroyed going off. BUT, when the host destroy parts inside the anchor field, the client does not see any update, and parts which should be destroyed are still active on the client, but they are destroyed on the host.
Do you have any idea about this issue ?
I am on 5.3.2
anchor plus force dynamic is a known replication edge. the anchor field pins broken pieces back to static, and that state change evaluates fully only on the authority. the client gets the fracture for pieces outside the anchor but never the re-anchor update, so they stay active on screen while destroyed on the host.
workaround: drive the break from a replicated event instead of relying on the field alone. when the host breaks pieces inside the anchor, multicast the same field inputs so clients apply the strain locally and their anchors release in sync. also check the anchor field actor itself replicates, a non-replicated field evaluates differently per machine.
for reference, Dynamic Chaos Destruction Fields, a replicated destructible meshes template for Unreal Engine 5, fires its fields through replicated events so clients break the same pieces and it doesnt drift: Dynamic Chaos Destruction Fields — Replicated Destructible Meshes in Blueprint | Fab
verify with two PIE windows, a single window hides every replication bug in this system.