All actors and their scene components are marked as replicated.
I tried a server-only attachment approach, which works in normal multiplayer sessions, but breaks during replay when using GotoTimeInSeconds (jumping to a time after the initial attachment causes the attachment to break).
Then I tried a RepNotify-based approach (using an enum to represent attachment state and performing the attachment in the OnRep function). This works most of the time, but occasionally Unreal gets stuck in an infinite loop during component updates.
What is the correct, replay-safe way to implement component-to-component attachment for replicated actors?