I tried to fix this more than 80 times yesterday (I had to build and run on another computer every time).
Passing a scene component or motion controller to the anim BP and setting Fabrik and bone modify/transform based on that. It works well in single player.
Trying to add replication is the problem.
In event tick I get the scene or the motion controller, send it to to run on server node which calls a multicast setting the scene or motion controller to the transform from the server. Looking at VR character is good, being VR character is bad since it keeps updating away from where you actually are now.
Tried comparing against owning actor or owner of animbp and not running updated position if owner equals. That didn’t help.
Tried two meshes and one is owner only see and one owner no see. In this case the only mesh that updates is the one connected to actual motion controllers.
I tried so many variations of those ideas.
A common problem is that between ticks the hands go straight back to being attached to camera and VrOrigin. In my case that’s on forehead. So they move to correct transform, snap to forehead then snap back to the correct transform
I’m curious if it’s an issue from setting world transform instead of local transform
Any help would be great