Networking problems like these could be pretty challenging to debug.
I can try to suggest a few things that may provide a direction for debugging.
First question: Is your project server authoritative? I am going to assume this is a yes for my next suggestions.
Physics objects in general are very complicated to replicate over the network. I am unsure if newer Unreal’s have made them significantly better, but I personally found them to be pretty unstable.
The simplest way to approach your problem is to make your architecture in a way where only the server is making the decisions.
The only thing the client is seeing is replicated Transforms. Let the client send calls to the server about its inputs, and run all of the grab/pick etc… code directly on the server. It’s not possible for me to tell if that is what you are doing in your code.
The second issue you have is the way your spawn behaviour is setup. Since you are adding/destroying very fast moving/responsive physics objects you aren’t going to get very reliable results. (GENERALLY SPEAKING)
You could either try to collapse all the behaviour you need into the same object, or try to spawn multiple objects from the start, so there is less friction of having network ready objects in span of a frame.
Finally, if possible, setup your project with third person character so you can test these concepts very quickly on the same monitor. I’ve found it difficult to debug these types of problems directly in the headsets.
Hopefully this is helpful!