Hello, Zak. I’ve just found that you added CacheInitialMeshOffset to ACharacter::BeginPlay.
I’m doubt that this is should be done by default.
In our multiplayer project we forced to add CacheInitialMeshOffset(FVector::ZeroVector, FRotator::ZeroRotator) in overrided BeginPlay just to avoid incorrect setup for replicated characters(in simulated proxy’s BeginPlay Mesh->RelativeLocation has non-zero value at moment of call Character::BeginPlay).
If you’ve been already exposed CacheInitialMeshOffset to blueprints, maybe people who want to move mesh in BeginPlay(like topic starter) should call this function themself. What do you think about it?