# Replicating Collision/Visibility of Possessed Pawn

**URL:** <https://forums.unrealengine.com/t/replicating-collision-visibility-of-possessed-pawn/482067>\
**Category:** World Creation\
**Tags:** visibility, possessing-pawns, unreal-engine, Physics, Collision, question, replicating\
**Created:** [April 17, 2021, 9:28am UTC](https://forums.unrealengine.com/t/replicating-collision-visibility-of-possessed-pawn/482067 "2021-04-17T09:28:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [April 17, 2021, 9:28am UTC](https://forums.unrealengine.com/t/replicating-collision-visibility-of-possessed-pawn/482067/1 "2021-04-17T09:28:28Z")

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So basically I have two pawns which a player can alternate possession using input in a multiplayer game. In my Player Controller, I have an event which is replicated from the server to enable/disable collision and visibility of possessed/unpossessed pawns, and only works using the ‘Set Replicates’ node at begin play. However this also replicates the character movement in-game, causing a ‘laggy’ interaction.

 ![336170-screenshot-19.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/7/717b70e6bc11414380a5032a45f5c9a80ccf2313.png)

Is there an alternative way to replicate collision/visibility rather than through replicating the character (mesh) directly? Any help is appreciated and thanks in advance 🙂

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [April 18, 2021, 1:53am UTC](https://forums.unrealengine.com/t/replicating-collision-visibility-of-possessed-pawn/482067/2 "2021-04-18T01:53:53Z")

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Hey, for anyone wondering, I made an event inside the character blueprint which is replicated using multicast, which handles the visibility/collision and called from the Player Controller, passing in the character reference. This allows all clients to replicate visibility/collision rather than constantly replicating mesh.
