Character mesh position desync in online sessions

Good to hear that, and about time too!

This is a project Stopper for us! Please let me know if anyone finds a good workaround.

There is actually a version of this workaround, that doesn’t require modifying the engine. It requires having a custom C++ Character class. When you have it, define the BeginPlay method like this:

void AMyCharacter::BeginPlay()
{
	APawn::BeginPlay();
}

As far as our tests go, my workaround seems to be working out nicely for us and it doesn’t generate any messy overhead, so feel encouraged to check it out :slight_smile:

It could be the same bug. I’m not having rotation problems but rather my characters will “float” on a clients screen. Gravity isn’t being applied correctly to the mesh. The rotations work.

The mesh is desynced but the actual location of the capsule, for example, is in the correct spot.

This is now marked as fixed in the issue tracker and targeted for the 4.17.2 and 4.18 release.

I got a fix that doesn’t require C++.

In your character blueprint, in BeginPlay, set your relative location to where you want it to be. And voila’! No offset!