[Video] Player-Controlled Replicating Physics Movement, Simulating Physics!

Hello! Great work there, !
I’m working in a multiplayer game in which physics are essential and I’m dealing with this issue (I hope I can achieve something like your algorithm!) but I really don’t know how to proceed from where I am.
I currently have this basic functionality:

  1. In a BluePrint, I make an event only executed by the server. In that event I enable physics on the desired Character and apply the desired force.
  2. Inside this event, I trigger another event that is a Multicast (executed by all clients). In that multicast event, I do the same as in the server: enable physics and add force.

After that, I guess that in order to interpolate the position and rotation of the Character’s skeletal mesh bones (to achieve faithful replication in all the clients) I need to know information about the position and rotation of the bones (only executed by server), and then store that info in some kind of sctructure (e.g. an array) that is then read by the clients and used in their interpolation.

Problem is, I don’t know how to get the info about the server’s bones and then edit the info about the client’s bones.
Could you please give me a hint in how to do that? I would appreciate it very much.
Greetz.