Networked DetachFromActor resets AActor position

I’ve noticed something even more odd when testing this further. If in PIE, using 2 players to test the networking, and you use Eject (F8) after the detach occurs, the cube moves to 0, 0, 0 on the Server’s end as well. When printing the location on tick from inside the cube itself, the server seems to be the one out of date and isn’t seeing it at 0,0,0, even though the World Outliner says as such. I’ve entered a JIRA report for this which you can find here: UE-44288. The description goes a bit more in depth on what I ran into testing this. Thank you for continuing to push back on this, or I may not of noticed this behavior.