VR Expansion Plugin

Yeah the Body meshes are uGrippableSkeletalMeshComponent… The character itself isn’t getting jittery or artifacts in movement. Its the Body Mesh attached to Parent Relative Component, as it follows the PRC it drags behind as though its still following the Servers position of the PRC i guess, I can’t tell.
As for the replication effect on the PhysicalAnimationComponent, im guesing has something to do with “animation targets”? The target of where the physics are trying to be constrained to animation wise… The physical animation “target” i think if replicated, causes it to follow the servers version of the target rather than client… Again , just guessing, ones stumped me.
Here it is, more clear on whats happening. Full body physics on, and off, pelvis set to simulate as well time…
https://streamable.com/cgw5qu
It seems server/clients all see each other as normal, only issue is the client’s own body… Might have to find a way to duct tape solution , by hiding the body and leaving a false non physics based body for local clients own view, but having the VR player interact with them physically (such as grabbing their hand and aiming their gun at a teammate as they fire) might be difficult to pull off way.