Giant AI Moves Correctly on Server but Desyncs on Client

I’m developing a multiplayer game using a listen server in Unreal Engine.
I have a giant AI character whose scale is about 60x. On the server, the AI moves normally using AI MoveTo, but on the client side the movement doesn’t replicate correctly. The AI either doesn’t follow the path, moves incorrectly, or keeps walking straight into a wall instead of following the spline/path.

Even when I reduce the capsule size to 1, the issue remains the same.
The weird part is that the server always shows the correct movement, but the client frequently desyncs and shows completely wrong movement.

What could be causing the AI movement to behave correctly on the server but not replicate properly to the client when controlled through AI MoveTo?

Host Image

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Client Image

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Your images are not uploaded so whatever you want us to see… we don’t.

Other than that, this sounds like some kind of desynchronization between the server and the client but the CharacterMovementComponent is pretty robust. If you are using that there should be no problem at all replicating the movement.

There are just two things I can think of:

  1. Make sure your movement is only executed on the server. Check if all MoveTo is behind “has Authority” node.
  2. Check with a simpler setup. Make a new project and try similar move to on its regular characters. This will help you see weather the problem is in the actual behavior, the actor or the level/navmesh.

Do tell what you find.