Prone position in multiplayer

Hi all

I finally figured it out: I oppened ‘charactermovementcomponent.cpp’, searching for the method that overwrites my SetRelativeLocation call, I copied SmoothClientPosition() to my custom character movement component and commented the line:

//CharacterOwner->GetMesh()->SetRelativeLocation(NewRelTranslation);

that was all it took, now the meshes are updated by the multicast function on all clients and server, so it is effectivelly working, obviouslly, I will keep an eye out for any side effects, I’ll soon upload the full documentation on the issue.

See you.