Hitbox overlap event won't trigger unless visible on host's screen

I am creating a combat system where I am spawning hitbox actors and attaching them to a weapon socket for the duration of an attack animation. I was having trouble getting my enemy NPC’s hitboxes to trigger the overlap event, until I realized that it works fine when playing as a standalone or listen server. After some testing, I have found that if a pawn playing as a listen server is within ~2000 units of the client’s pawn, then overlap events will also be generated.

So far I have tried replicating movement of the hitboxes and setting them to “always relevant”.
Any guesses would be appreciated, let me know if there is any more info I can provide.

Update: After a bit more testing it now appears to me that the collision components get “refreshed” when they enter the view of the host’s camera. The collision will miss over and over again until I pan the host’s camera towards the client and NPC, then it will work (sometimes only once, for the next hit, and other times for all hit while the host observes the client). This works from any distance away.

Update 2: After further testing, it is definitely related to whether or not the client pawn is in view of the host’s camera. Collisions work as expected when being viewed by the host pawn. I have updated the title of the post to reflect this.

Update 3: I’m now thinking it must be a problem with my AI controller logic or something. The same hitbox actors work fine for combat between two client pawns when they are far away from the host-- it’s only a problem with the NPC’s hitbox collision