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Live sent client_death=false on every Die, players included (19,428 in the live captures, 452 of them player deaths); DLU sent true for players. The client only uses the flag to match a death it already predicted locally (LWODestroyableComponent::msgDie): with it set, a Die that arrives while a post-death respawn is pending is dropped. Check: die to an enemy, to falling and to a quickbuild trap; the death animation, coin loss and respawn prompt all still appear, and other players see you die. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>