Ue5 Authoritative Vs Cosmetic

Separate authoritative gameplay state from cosmetic presentation in UE5, and keep gameplay decisions from reading values that a decoration is allowed to modify — sockets moved by animation or IK, meshes offset by suspension or sway, camera transforms carrying shake and lag, interpolated or smoothed proxies, and physics visual bodies. Use before spawning projectiles, tracing for hits, computing aim or lead, reading positions for AI decisions, or whenever a gameplay result is subtly wrong in a way that scales with visual motion and cannot be found by debugging.

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