# Why is the cube/head not replicating its position?

**URL:** <https://forums.unrealengine.com/t/why-is-the-cube-head-not-replicating-its-position/485447>\
**Category:** XR Development\
**Tags:** Replication, client-replication, unreal-engine, question, tracking\
**Created:** [June 27, 2021, 7:12pm UTC](https://forums.unrealengine.com/t/why-is-the-cube-head-not-replicating-its-position/485447 "2021-06-27T19:12:28Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![sandermann](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sandermann/32/1157591_2.png) [@sandermann](https://forums.unrealengine.com/u/sandermann)\
**Post date:** [June 27, 2021, 7:12pm UTC](https://forums.unrealengine.com/t/why-is-the-cube-head-not-replicating-its-position/485447/1 "2021-06-27T19:12:28Z")

</div>

Hi, I have an antilatency setup where I use the “BP\_AltSimplePawn” from the plugin content. Antilatency is a tracking system simelar to the vive tracking system.  
The “BP\_AltSimplePawn” is just a Pawn class which has an antilatency component for the tracking and a camera as child of the tracking component.  
The application is running on a pico g2 4k.  
I also have setup a server which is working so far.  
In the “BP\_AltSimplePawn” I added a static mesh (cube) for the head of the player which is a child of the tracking component. The tracking for itself works so far. In the actor “BP\_AltSimplePawn” I activated “Always Relevant”, “Replicate Movement” and “Replicates”. In the (cube) Mesh Component I also Activated “Component Replicates”. Now, when I connect with two players/picos to the server, the cube from the other player is showing up but only on the coordiante 0,0,0 and it is staying there, not moving.  
I want that the cube moves around if the player with the headset is moving around.  
What am I doing wrong here?
