[Networking] Interpolating replicated movement data in Pawn, without modifying source

Future travellers: You can’t set the location of something not simulating physics, I think. It was a while ago, so I may be misremembering, but if you’re having this issue, double check the movement mode of the mesh/collision components etc (i.e. whether they’re static, moveable, and so on), and check whether the mesh attached to the object is simulating physics :slight_smile:

Sorry to be a pain, but I’m using a Pawn class and my LAN game is physics driven. The server does forces, and takes inputs from clients, and then replicates. How can I do client prediction on blue print, thank you.