Quick answer: Enable replicate movement on the actor, drive movement on the server, and use a movement component that replicates, so clients see it move.

An actor replicating but not moving is unreplicated movement. Enabling it fixes it. Here is how.

How to fix it

1. Enable replicate movement

The actor must have replicate movement enabled for its transform to update on clients. Without it, clients see the actor at its spawn position even as the server moves it.

2. Drive movement on the server

Move the actor on the server (the authority) so the movement is authoritative and replicated to clients. Moving it only on a client does not propagate, so other clients do not see the movement.

3. Use a replicating movement component

A movement component that replicates (like the character movement component) handles smooth replicated movement. Custom movement that does not replicate leaves clients with a stationary or snapping actor.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.