Replication issue with client characters

I have a really niggly issue that is frustrating me and I’m sure there’s a really simple fix.

I have a very basic multiplayer game that combines the third person character class with the basic vehicle class and everything appears to replicate fine:

Characters from both Client and Server move around accurately and they can each get into the car and drive around (shifting possession from character to car). They can also exit the car and then possession shifts back to the character. All is good.

However, on the Client side, when the character is attached to the car (as a component to a socket - exaggerated and placed above the car for now to rule out issues with the floor), rather then being attached, it moves to the socket location and proceeds to fall through the floor (right is Client - character should be standing above the car but has long fallen to his doom):

On the Sever all is fine regardless if it’s the Server’s character or the Client’s character that gets into the car. However, on the Client, whatever character gets into the car is moved to the socket location and then falls through the floor.

I am quite new to this and I’m guessing it’s something to do with the replicated movement once the Client loses possession of the character.

I have enabled replication on both the car Mesh component and the character’s Mesh component. I have tried disabling psychics but that still only works on the Server.

Below is my code for incoming requests from both Client and Server to attach the character mesh to the car’s socket (in the car’s BP):

And here is the BP that initiates the process (on the character):

I’d be grateful for any suggestions.

Cheers

Not that great in this area, and I wouldn’t know where to begin specifically looking exactly, but I wonder if disabling physics for the snapped actor, or using physics constraints would help at all?

Thanks for considering this… I’ve tried to disable the physics, gravity and constraints on the function called by both the client and server and the character on the client’s screens still falls through the floor.