geometry scripting Ue5 not replicating

As far as I can tell geometry scripting changes made at run time do not replicate to clients, despite the component and the parent actor being set to replicate.

Is this a known limitation ?

what do you mean by geometry scripting? like assign/swap different meshes on runtime on the slot? animation? please, could you clairify or be more specefic on the issue?

Specifically boolean operations, on dynamic meshes

Yeah, boolean replication from client to server is an old issue, and seems to be unresolved. Everywhere you get posts about being replicated from server to clients, but not the other way around. Might need to rethink the approach or deepen the search for a solution. Good luck :crossed_fingers:t2:

Well server to clients is fine… I can handle that.

Client registers hit, works out if damage is caused, fires apply damage (which runs on the server), cuts / splits / updates the geometry as appropriate, those changes are then replicated to the clients… seems like that would be fine.

But I am not seeing that server to client replication.