A copy of the physical object of the car is created on a dedicated server, this copy does not move with the client, it remains at the spawn site.
As a result, clients run into an invisible collision.
The Skeletal Mesh has physics simulation enabled for the dedicated server.
Any suggestions how to fix this?
2022-08-29 10-05-38.mkv (8.1 MB)
I’ve been having a similar issue. Was trying to tow a vehicle and it worked fine when playing as Standalone or ListenServer, but when playing as client it would only work when the ListenServer had the vehicle in view. I experimented a bit further and even just pushing a vehicle in the UE5 Vehicle example project as client was causing the same issues you were experiencing.
Looking through the code I found that for some reason UChaosVehicleMovementComponent sets
SkeletalMesh->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
in UChaosVehicleMovementComponent::OnCreatePhysicsState(). This seems to override any setting on the SkletalMesh properties.
So to solve the issue I set
GetMesh()->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
in BeginPlay() of my vehicle class.