When I run the server & client separately, collisions aren’t working between spawned characters and world actors (with static mesh components). When I run multiplayer as ‘Play as Listen Server’, all collisions work as expected. But when running ‘Play as Client’, all of my static meshes seem to have no collisions as all players pass right through and fall to infinity (very similar to this issue: UE5 - Actors with physics and collisions enabled going through the floor despite having CCD)
Currently running 4.26.2 and for me this happens when I use level streaming as provided by UE. I claim the UE default level streaming only considers the host location related to all level streams. Thus, when the clients walk into a level that is not loaded on the server, they “fall to infinity”. I had to disable, on demand, the UE streaming levels and write my only level streamer. I assume the same is happening when you “Play as Client” in that none of the streaming levels ever really get loaded since there is no host for the built-in level streamer to work as it is intended.
BTW… …I placed a plane at the bottom of my persistent levels such that “fall to infinity” cannot happen.
I fondly remember playing COD MW3 and we would have to carry grenades when intentionally getting off their maps incase we would “fall to infinity” due to incomplete secondary assets. We had our own games of infect through out their secondary assets. It was a blast… (pun intended)
I looked further into issues related to level streaming (I’m currently on ue5), and this behavior doesn’t seem related to initial load (ie even after five minutes, my character still drops through static mesh actors)