Replicated Attach Component To Component Issue

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.

  • I’m using Unreal Engine 5.5 (latest version).

And here is an example code;

Character Movement Component (CMC) settings…

  • Set Movement Mode to None
  • Enable Ignore Client Movement Error Checks and Corrections

This will stop the character class from fighting the applied movement of the other class and stop the server from applying corrections to the client.

Next you want to attach the full character to the hand, not just the mesh. Never detach the characters mesh from the capsule component.

Use Attach Actor to Component… Actor being the character. The attachment has to be done in the AI Characters Class… Server-side.

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.

  • This is the grab event inside the behavior task:

  • This is the setup where I prepare the character in FirstPersonCharacter class:

  • And this is AI class that on server:

The result, however, looks like this: still inconsistent.

When client grabbed from server’s pov;


When server grabbed from client’s pov;

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.