Looks like I wasn’t needed. It’s a tricky one for sure for multiplayer especially if you want to grab things without suffering latency.(Actually I don’t think it should be replicated at all when you grab anything on the client side.)
Basically a simple case like this(server/client A and B), anything owned/grabbed by client A immediately lose replication status on client A(or seems to be), and then update server side object by running multicast call every frame). A cheap way to do this is by using the duplicated object method where you spawn identical thing(shape) for you to grab, and you just don’t see the replicated object(owner no see flag maybe, which lags behind anyway). Server will update things controlled by client A and then replicated to client B, client B can see since B is not owner, so B saw the replicated shape. B won’t notice anything differently, but upon release, you have to lose owner ship and then server takes over, you then see the replicated shape and hide/destroy whatever shape you are grabbing. C++ should be easier like above post mentioned. But it would be pretty hard to do anti-cheat this way if and object update is from client side. ie. a melee sword that can just fly/stab client B by sending out wrong location from client A if you didn’t put in any checks.