Character mesh position desync in online sessions

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:

Thanks, I have tested the workaround with server travels and disconnect/connects and it seems to work.

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.

Good to hear that, and about time too!

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!