The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is called on the server with bWeldSimulatedBodies=true, this parameter will still be false on the client, potentially causing desync issues.
On the server, attach two scene components that are simulating physics, setting bWeldSimulatedBodies to true.
Breaking in USceneComponent::AttachToComponent, observe that this is called with bWeldSimulatedBodies=true on the server and with bWeldSimulatedBodies=false on the client.
See additional info URL for repro.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-360637 in the post.
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| Component | UE - Gameplay |
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| Affects Versions | 5.8 |
| Created | Jan 13, 2026 |
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| Updated | Jan 15, 2026 |