I’m using the Unreal Networking Feature to replicate Actors. The Actors need the simulate physics option turned on.
When one Actor is destroyed everythings fine for the server. On the client everything breaks - Actors are rescaled, every Actor is affected etc.
If the simulate physics option is turned off the destruction of the actors works just fine - for server and client.
What am I missing here? Why is physics simulation in combination with an replicated actor not working properly?
Please help me … I’m dispairing of Unreal!