When an enemy pawn is killed in multiplayer in my game, I ragdoll the skeletal mesh on the client.
However, it seems if the ragdoll falls too far away from the pawn that owns it, the skeletal mesh disappears as if it’s using the the server reality for occlusion.
This doesn’t happen in singleplayer or for listen hosts.
Does anyone know where to look to understand what is happening here? Why would the server have any say in occlusion for clients?
Thanks in advance.