As I mentioned, I’m experiencing an issue with attach component to component replication. What I’m trying to achieve is detaching the Player character’s mesh and attaching it to a predefined socket on the AI character’s hand (so it looks like the AI is grabbing and lifting the player).
Here’s what’s happening:
The AI character, which is already in the scene, sends an attach event to the FirstPersonCharacter at a specific time.
On the server, the attach works correctly and looks as intended. The client also sees it correctly.
On the client, the attach happens incorrectly, and the server also sees the same incorrect result. (As if the attach rules are set to Keep Relative instead of Snap to Target.)
Here’s what I’ve already ensured:
All collisions and physics are disabled beforehand.
All components involved have “Component Replicates” enabled.
Moving all logic to run from the Server AI instead of the player character.
Making sure all references for the event are set on the server.
First of all, thank you so much for your response. I don’t know if it’s because I’ve spent so much time on this, but somehow my problem has gotten even more complicated. I’d like to show you with some visuals what I’m trying to achieve and what I’m actually getting:
This is the result I want to achieve. There’s a socket under the hand_l bone, and when you attach a character’s skeletal mesh to it as a reference, it should look like this.
Actually, everything is replicating properly, but it seems like the attach isn’t working correctly. What can I do?
I also tried adding and removing offsets, but the result is still inconsistent and messy. Maybe the solution is right in front of me, but I feel completely lost.