this works - sort of. it has the same bug i’m trying to work out myself, where if the client remains motionless - local physics take over, as there are no updates over the network to the object.
eg, no mouse input from the client - no server update, no server update, physics object drops… but only on client side, not server side.
Part 1 - client side
Part 2 - server side
video demo
[video]Unreal Engine 4 - line trace physics handle replication example - YouTube
PS, i’m new to UE4 - there is probably a much better way to do this… i really doubt we should update a physics handle using event tick in a network environment unless i’m missing something, except i’ve found if i don’t update it in event tick, object motion appears laggy.