GAS - Replicated Root Motion From Montage Struggles With Latency And Collisions

Hi, when executing my Attack ability, the root motion performs fine when there isn’t an enemy in front of the player. However, when there is an enemy in front of the player the animation begins to stutter and is eventually cancelled on the client after a few swings (the animation continues as expected on the server).

This issue does not show on low latency, although it becomes noticeable at around 60 ping.

When I turn off the knockback and stumble animation on the enemy it works fine, which works via LaunchCharacter and the PlayMontageAndWaitNode, this is initiated on the server and run on both the client and server.

If I only turn off the knockback and keep the stumble animation (not root motion), it is a lot better but the issue still occurs.

When I turn off root motion on the Attack animation it also works fine, even with the knockback and stumble animation.

If two characters are attacking with root motion near each other the same issue occurs, even with no knockback or stumble animation.

It seems like it is something to do with collisions from root motion on two separate entities that causes the prediction to fail, but I’m not sure what is causing the montage to cancel on the client only.

Any help is appreciated, thanks.