Beam particles behaving randomly with networked game

So i’m building a networked multiplayer game where each player (all using the same Character blueprint) have a laser sight at the end of their weapon, shooting off into the distance and placing a small point light at it’s target. This laser can be toggled on or off, I achieve this by moving the source and target to a hidden spot under the map but not too far away in case of bounds (which are set bigger than the dimensions of my map).

All this works just fine on that particular person’s screen for their own laser sight

And the funny thing is, like 75% of the time it works perfectly for everybody and everyone can see eachother’s laser’s and their toggling on and off properly.

BUT the other 25% of the time, I’ll line up 4 characters next to eachother (1 listen server + 3 clients) and I’ll see different results on different screens, some screens wont be able to see the laser while other screens can, and sometimes that other screen can’t see things that all the other screens see!

even weirder still, one time as I was testing it out, one went away and then came back later and I hadn’t touched anything on my computer that whole time, and then soon after a different one went away.

it doesn’t matter if its host or client, that seems to be completely irrelevent.

could this be a processing power thing? now that I’m writing it out, if im running 4 PIE instances, would some beams cease to show themselves in such a random way if the performance was low?

From the above Image you can see that:

Everyone sees their own laser
Server can only see Client 1’s laser
Client 1 can only see Server’s laser
Client 2 can see Client 1 and Client 2’s
Client 3 can see everybodys

But like I said earlier sometimes everybody can see everybody’s perfectly. And you can see on the server’s screen, to the left of Yellow’s head is a green dot, which is the point light thats supposed to go with Green’s laser, so the laser beam should be on too.

So I think this has to be a bug or a particle system limitation.

All the code happens in my Character class Tick event, these two screenshots are my blueprint inside a collapsed node, I’m not replicating this in any way, and when i tried replicating i was having the same issue

EDIT: this screenshot was taken at a bad time, trace start should be connected to the source, but that isn’t the main problem.

Anybody have any thoughts?