How can i pick up an object with physics handles in multiplayer?

Hello unreal engine peoples.

So im designing a game where players are able to pick up pieces of wood, and place them on windows and over doors to board them, as a sort of defense against other players

So I Wanted to make it so that you could pick up object but tracing to them, and doing a physics handle on them. I made some blueprints based on another forum related to this topic, and got this to be able to work in multiplayer.
However the problem happens when after you move around the object enough on the client, the objects become completely out of synch, and they end up in 2 different locations, from on the server vs, what the clients see.

Is there any way to pick up and object using physics handle and have their location replicating perfectly? Or is this just a bad way of doing this little mechanic?

And if so how come games like halo reach, can have physics objects replicate their location perfectly?

I can show my blueprints btw.

I had something like this happen in my project. If I were to use a blueprint, it won’t replicate, but if I were to use a plain static mesh that uses physics and replicate that, it works perfectly.

I did get blueprints working eventually, but can’t remember how I did it. I’ll have to wait until I get back to my computer to figure out how I did it. Until then, try using a plain static mesh instead of a blueprint.

That would be great to here back, how you affected a blueprint . because i now, that i for sure need blueprints, because i need these objects to be destroyed, and edited. so hearing back from you would be great.

So, yeah are you having trouble finding the bps? or something?