It is probably not really a replication issue but I don’t know better term for it. EDIT: no, I guess it was a replication issue after all.
I am making a forest in which every tree can be individually interacted with. I am using an actor with instanced static mesh component for my trees. When there is an interaction with a tree I spawn an actor with same model and transform as the corresponding instance and hide the instance by setting it’s scale to 0. It works just fine on the server, but on a client there are two issues.
First one is minor and I’ve read that it is a known bug that is supposed to be fixed in 4.9 so I can live with that for now. It is that when I set the transform of my new actor it doesn’t update scale on a client, but location and rotation are updated just fine. I could probably think of some workarounds and it doesn’t really affect much, I am only mentioning it because I think there is a chance that my real problem is somehow related to this bug, even though it’s unlikely.
Now the real one is that on a client my instances don’t get updated, their scale is not changed and they remain instead of being hidden. I tried to also change their location and rotation and there was no changes visible, that’s why I think it is a separate issue from the previous one. Plus there was the same behavior on the server before I checked “Mark render state dirty” in the Update Instance Transform node, so my guess is that even though it is marked, the client still doesn’t know that and it doesn’t get updated. I know that they’re actually updated on a client, just not visually, thanks to a lucky mistype: I accidentally set scale to 1000 instead of 0 and my players got launched off the map because of the collision. Collision gets scaled, just not the visual representation and everything gets scaled just fine on the server.
So, is there a way I could force instances to always be up to date for every client? Or maybe I am wrong and there is a different cause for this behavior? I got all replication checkboxes checked appropriately everywhere and all checks I placed say that things are replicated. Here is my blueprint just in case.