Replication De-Sync

Multiplayer character snaps back after walking through door + jumping (replication)

Hi all — I’m working on a UE5 multiplayer game. I have a replicated door that opens and lets clients walk through. Both server and client see the door as open.

However, in the packaged build, when a client walks through the door and then jumps on the other side, the client character sometimes teleports back to just in front of the door (like a correction).

I’ve tried:

  • No Pawn collision on the door mesh
  • Separate static blocker
  • Toggling blocker collision on server
  • Proper RepNotify
  • Timeline only for visuals

Still get the snap/teleport in multiplayer. Seems related to CharacterMovement/replication.

Has anyone encountered this or know how to fix server/client movement corrections like this? Thanks!