I found the problem is here.
GetMesh()->AddForce((RagdollTargetLocation - GetMesh()->GetSocketLocation(PullForceSocketName)) * RagdollingState.PullForce, PullForceSocketName, true);
If I comment this AddForce out, the ragdoll seems correctly when 'Play as Client' in a dedicated server mode. I don't know what the purpose about this AddForce.
I found the problem is here.
GetMesh()->AddForce((RagdollTargetLocation - GetMesh()->GetSocketLocation(PullForceSocketName)) * RagdollingState.PullForce, PullForceSocketName, true);
If I comment thisAddForce
out, the ragdoll seems correctly when 'Play as Client' in a dedicated server mode. I don't know what the purpose about this AddForce.