Rope Replication Issue Using PhysicsConstraintActor in UE5 Multiplayer

Hello,
I’m currently developing a game where two players are connected by a rope and move together.

The rope is created based on the following video: https://youtu.be/hEMcr98cDJE?si=iH2f-_7nPjhEg-2-, and it consists of 30 bones.

The rope and each player are connected using PhysicsConstraintActor.

For multiplayer, I’m using the AdvancedSessionsPlugin with a Steam server setup.
One player acts as the listen server, and the other joins the session as a client.

The issue is that while the rope bones’ positions are not properly replicated to the client, the players’ positions are, which causes severe jittering due to the PhysicsConstraintActor connections.

Is there a good way to solve this problem?
If anything is unclear or if you need further details, feel free to ask — I’ll respond right away!

dont replicate 30 rope bones, that path only ends in jitter. the players replicate fine because character movement has real prediction, the rope segments have none, so every constraint corrects against a stale partner on each net update.

standard fix: make the rope cosmetic and local. both player positions already replicate, so each machine simulates its own rope between the two anchor points with zero replication. the server never simulates the rope. if the rope must affect gameplay (pulling), replicate only the effect (a pull force per player computed on the server from their distance), not the bone transforms. if you must sync visuals, sync every 4th bone with predictive interpolation and interpolate the rest, never the full 30.

the 2-way tether version of this exact problem is built here: Networked Physics - Gameplay Tutorial