When killing an enemy, I ragdoll it. This is done simply via a replicated call that states:
GetMesh()->SetSimulatePhysics(true);
GetMesh()->SetEnableGravity(true);
GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
GetMesh()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
SetActorTickEnabled(false);
This works fine on the server. On the client side however the model successfully falls over… like a mannequin. Its limbs frozen. On the server, it ragdolls. Gif for demonstration purposes. Left side client, right side server:
I am not sure what else to look at. I know the client is getting the code. Its successfully causing it to fall over. Why are the limbs locked up like its a mannequin? What is not being replicated here that I need to turn on?