SkeletalMeshComponent offset differs between client and server

Hello,

We noticed an issue with a mesh, to which we had added a location offset which we added through the Mesh’s Details Panel -> Transform -> Location on the actor blueprint.

It appears that even though the Client correctly applied the offset, it was disregarded on the Server. Is there something we are missing? Does it have to do with the way the offset is applied?

Thank you,

Paris

Steps to Reproduce

Hi, do you have animation running on the mesh that could be affecting the position of either the root bone within the mesh or the location of the component (e.g. if running with a CMC and root motion)? If you disable any animation running on the mesh, do you still see the difference in the offset?

Hi Euan, thanks for your reply! It turns out it’s probably an issue on our side were we did some blending of the mesh position to a replicated actor location. All good now, thanks!