In my TPS game early prototype I set some weapons over the floor and enable gravity and physics, so when game start they will fall down to the ground. Firstly I use blueprint to do this. Skeletal mesh as the root component and a capsule collider attach to it to handle overlap events.
When I start the game with 2 player and Listen Server mode, it works fine and on Listen Server and client, the weapon replicated perfectly. However when I was trying to use C++ to remake it, weapon transform desynced.
BOTH of two blueprints have replicate movement on, 3pMesh/WeaponMesh3P simulated physics on and enable gravity on,
I carefully watched again and found that the client entered the game slower than the listen server. When the client entered the game, the blueprint weapon had almost fallen to the ground, but the C++ weapon was still in the process of falling, significantly slower than the server.
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Excuse me for my English .I would be glad if anyone could provide help.