I have a weird bug after migrating to ue5. To be short in my project I have a component responsible to handle weapons. Based on socket location and rotation from parent pawn skeletal mesh it spawns projectile. Component listens to a server fire event initialized from a parent, when get’s socket transformation, run additional calculations like recoil, etc and spawns projectile on server and effects via RPC. All worked just fine, but after the update, the socket transformation on the server stops updating. This only happens when using a dedicated server. Funny moment if I use multicast function just to test, clients spawn projectile with correct target socket transformation, but server spawns with not updated socket and as result 2 hit server events with different hit locations .