Blocking volume over multiplayer acting funny

I’ve made blocking volumes that block based on a response to collision that is set on player in repnotifys at posession of pawn.

Behavior locally works fine but when playing on a dedicated server you will clip into the volume and then have to struggle to get out. Curious if anyone has thoughts why this happens?

The intention is a player cannot enter a specific open area based on thier team. They should be blocked at the door but other team is allowed.

I think i know what you mean. I solved this creating static mesh which is blocking all pawns movement and based on tags i call move ignore actors in static mesh (server rpc) and multicast move ignore actors in pawn bp.

Hmm I’ll give this a try. Thanks :slight_smile: