Client does not receive hit when host is far and looking away

Hello,

im building a multiplier game that does most of logic on host side, for example getting hit.

i have this problem, when the host is far and is looking away from client, the client doesnt receive the hit, but when host is looking or close, the hit succeed.
can you you help me with this issue.

note, occlusion culling is turned off in project settings.
sword has a box collision that looks for pawn (overlap) and use get overlapping actors node to get the hit player.

please check video below to see the issue.

https://drive.google.com/file/d/1BjSoLLjYuywsvNnoGT8673khdn8nF2kS/view?usp=sharing

Try setting the Tick When Offscreen flag on the enemy mesh component.

I assume that the hit animation is not played on the server when the player server does not see the enemy model, therefore the box does not touch the character, therefore the damage is not counted.

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Is the enemy spawned by the server (host) or by the client. Netcull distance of the Character and replicated actors also matters.

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Thank you guys for your insights.
the problem indeed was something to do with animation and its Tick Option,

in the enemy actor, i used to have Always Tick Pose as Tick Option, after i set it to Always Tick Pose And Refresh Bones it worked.

thanks again for your help ) .