PhysX Colliders don’t move w/ entities over network, but the entities’ transforms change.
This normal makes sense if all the physics is done on the server, but we also use colliders on the client side for players to pick objects, so we need colliders on the client. The current workaround is having a head-crab component which listens for the transform change on the client and updates the collider by hand, but this is probably a common enough use case that I suggest adding checkbox to the phyx collider for syncing over network.
Thanks!
Internal tracking: LY-98465