MoveTo, TeleportTo, Server Replication and Distance to Player

Coming back to say this issue is still existent. You can work around one prop using the sequencer hack (And let’s be honest it’s a hack), but when you have props that are parented to other props and they need to move then things get wonky. If you have props A and props B1 - B4 for example, and you wish to move Prop A from vector 1 to vector 2 and WHILE that is happening rotate prop of type B then you will see the lag behind when you teleport them to there new location with the different rotation. It’s obvious this is because the prop they are parented to is moving so they will lag behind the parents position (if the parent is moving forward relative to the child props). As far as I’m aware you can’t just apply rotation in a relative manner. Then the cherry on top is that if actors are far enough that the replication bug comes into play you can have the child props lag behind by many many meters until they are moved again and the actor is there to see it. (If a tree falls in the woods and no one is around to hear it, does it make a sound?) I’ve been holding back several maps because of this. I’ve tried using control rigs and that makes no difference, I even went as insanely far as to replace vector transforms all together and have instead tried to apply different materials with world position offsets and while this can stop props from detaching from the parent prop by a quarter mile, it is still effected by client / server replication issues. Doesn’t matter if world partition is on or off. This is a side effect of the optimizations that have been made to UE specifically for Fortnite to support 100 player BR and I fear there will be no solution soon as it would require a lot of engine work. It looks like I will soon be forced to release some of my maps that are plagued by this irregardless and hope that players will understand the limit we are working with on this subject.