Issues when attaching a projectile to a skeletal mesh

Hi, I’m having localization problems when I attach a projectile to a skeletal mesh, when it is attached it appears with a different position and rotation than the impact zone, if I do this with a static mesh it works correctly.

I did tests placing a Has authority node using the remote side, and the arrow is placed correctly, but it shouldn’t be like that, because the server should take care of this.

I would appreciate any help

https://youtu.be/lKrE9JhV3Rw

https://youtu.be/RqREmqB65nE

just a guess but the problem might be the Ragdoll, since physics isn’t replicated it could be in a different ragdoll position on the server making it look weird on the client

It’s correct, I have just checked that the ragdoll has a different location when playing as a server and a client. So, is there any way to replicate ragdoll physics?

not easily,

im guessing you’d have to map every bone transform and replicate it to the client

if its purely cosmetic it may be more simple to Multicast the HitEvent and have clients attach their own projectile. you may need a duplicate cosmetic projectile if the original is replicated otherwise the server would override it