I implemented simple multiplayer into the Advanced Vehicle Template with a custom vehicle mesh. In my vehicle pawn class I have bIsReplicated and bReplicateMovement set to true. If I play the game with only those settings, even with multiple players over LAN, the vehicle physics synchronize perfectly over listen-server and multiple connected clients, even doing aerial stunts and whatnot.
However, once I replicate a property (could be float, vector, anything; in my case a simple float), physics desynchronizes. I don’t even set the float’s value at anytime during runtime, and I know it is not being set since I have the property using ReplicatedUsing an onRep function hooked up to it that prints a debug message if it is replicated; it seems that simply setting up the replication (GetLifetimeReplicatedProps, DOREPLIFETIME, and onRep function) causes this behavior. Does anybody have any idea why this happens?