I have multiple physics objects in my game and their locations get synced to clients without a problem.
However, when a client joins a pre-existing match, all physics objects will be in their default locations when the map has loaded for that client.
Which means that if they are not on their default locations on the server before a client joins, they’ll be out of sync. Only until they get moved on the server again, then they’ll snap into their correct positions on the newly-joined client.
Can I somehow make sure that they get updated when a client joins? rather than only when the server-side object is pushed.
My objects are simple skeletal meshes with physics on, and replicated movement, spawned with “create actor from class” triggered by a server-ran command.