Networked Collision changes not working

This is for an inventory/equipment system, where when I try to equip an item, the item spawns, attaches to a static mesh’s socket, and I want it to NOT collide.
It seems to work as intended in standalone PIE mode, but the item collides if I run it in dedicated+client mode which is my main game mode.
To troubleshoot, I skipped a bunch of other parts and focused the execution on just the Item spawn and collision settings. Because of this and also from trying a lot of different things, the blueprints look like a complete mess at the moment.

Workflow:
From a “vehicle”, I go into inventory and equip an item.
From the vehicle’s BP, it spawns an Item actor with a static mesh root and then immediately

  • “Set Simulate Physics” to off,
  • “Set Collision Enabled” to “No Collision”,
  • and also “Set Actor Enable Collision” of the actor to off.

All of this comes after “Switch Has Authority” → “Authority” which is inside a function of the BP which gets called by an event that executes on server reliably.
I then get the Item’s Static Mesh and print out its “Is Simulating Physics” and “Is Collision Enabled” and I get false for both.

I then move the vehicle and it will collide with the item.

I have tried several different combinations and order of the BP’s and also different collision configurations but I can’t seem to get it to stop colliding.
Any Ideas?

Apparently collision isn’t getting replicated, seems to be a bug. You can use a multicast as a workaround to transmit the data. It works fine.

First, spawn the object as server, then multicast the new collision settings to every client.

hmm okay i’ll give it a try. Thanks!

Why not have all these settings defaulted in the item actor class?