When receiving a replicated detachment, USceneComponent::PostRepNotifies will call DetachFromComponent with the KeepWorldTransform detachment rule. If the component is detached on the server with the "Keep Relative" rule, its position will likely change after the detachment. However, the client will detach the component while keeping its world location, causing the component to have different locations on the client and server.
Additionally, if the server detaches a component with the "Keep Relative" rule and then immediately sets the component's relative location, the detachment operation on the client with the "Keep World" rule will override the new relative location sent from the server, again causing a desync.
On the server, detach two replicated scene components using the "Keep Relative" location rule.
Observe the detached component's location on the client differ to its location on the server.
See additional info URL for repro.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-360653 in the post.
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| Component | UE - Networking |
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| Affects Versions | 5.8 |
| Created | Jan 13, 2026 |
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| Updated | Jan 15, 2026 |