UE5 Multiplayer issue.
Actors spawned on the server briefly appear at an incorrect location on clients
(looks like 0,0,0 or sky position) before snapping to the correct transform.
Setup:
- Spawn only happens in RunOnServer RPC
- Actor has Replicates = true
- Replicate Movement = true
- StaticMesh Component Replicates = true
- Collision Handling = Default (also tested Always Spawn)
- Physics enabled on the mesh
Observed behavior:
Client sees actor at wrong location for 1 frame, then it teleports.
Is this replication lag on initial spawn?
Is there a way to prevent the client from rendering before receiving the authoritative transform?