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:
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
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.