I made a bug report over on answerhub for this, but honestly I’m not expecting much of an answer over there. Here is my problem:
Based on what I’ve read in similar posts and in the code/documentation, it is not really recommended to calculate overlaps on objects attached to a kinematic skeletal mesh. I am assuming that for this reason the default behavior is to disable collision on the grenade when it’s attached. That theory sort of falls apart though when I look at the networked behavior. The fact that collision works properly on clients leads me to believe that the culprit is some non-replicated flag. There is no perceptible difference though in the properties of grenades stuck to static meshes and skeletal meshes, or between client and server. Is this a bug, or am I just missing something? This is one of the weirdest things I’ve encountered in a while.