I see, your setup is clear to me now. I didn’t realize there was a “Child Actor” component type! I’ve looked at the source of that a bit (ChildActorComponent.cpp) and it seems that it creates an instance of your selected actor class no matter whether its a server or client. Replicated or not replicating the component itself makes no difference since it spawns a new actor of the class you selected. So rather than being the actual child component, it is a component that spawns another actor and attaches it to itself.
Perhaps this is a better alternative to what you’re trying to achieve: drag both actors into the map, obtain a reference to both actors and use the Attach Actor to Actor blueprint node, for example in the level blueprint.
Yep, that is what we are doing finally. Except I was expecting that the child actor component would have that functionality, or at least an option to trigger it.
Thanks for your help.