Thanks , I’m trying that, and it involves some serious work since the already existing derived Blueprints are not too happy about seeing their base class change like that. I have to comment code in the editor in order to have it load the blueprints without crashing, so I can recompile them, and they seem ok afterwards. Plus some other weird issues I’m trying to fix.
But I have a question for you for this workaround. We chose to derive from StaticMeshActor in a very early version of the engine (4.1 I believe) because we could not get physics to replicate across network correctly using plain Actors with StaticMeshComponent. Is this a known issue now? Might have been just a temporary bug that got fixed. Thanks!