Sync up water plugin between two clients

I am working on a fishing game with some others, and we are using the UE5 water plugin. Theres one issue where anyone other than the host will have their water desync, which causes them to jump around due to their client thinking they are in a different spot than what the host sees. Is there any way to forcefully sync them up so they don’t have the weird jitteriness due to the water being desynced. I am willing to put the fix in c++ I will just need pointed towards the right tutorial or code needed.

Engine version: 5.7

Hey there @Ciemny_Wilk! Welcome to the community! Since Gerstner waves are deterministic, the idea should work if you sync the time the waves are using. The trick involves overriding the waves time with the server time. This however doesn’t account for other physics changes going on obviously. A decent breakdown in this thread below:

This concept works but you may need to modify it a bit to smooth it out and compensate for stutter.