How to make actor physics replication work with medium ping

@I’m a bit confused. My question is a bit different from the OPs. I’d like to make bullet collision feel responsive to the client. If, from their point of view and barring some exceptional lag, they hit an enemy, the hit should count.

It seems like you’re saying that accomplishing this can only be done via a client-authoritative model with independent, server-side cheat detection. That makes sense, but you also say not to trust the client’s transforms. I’m not sure how to reconcile those two things. Actually, as I think about it a bit more, it seems even worse: that I’d have to essentially have the client say whether they hit another player and the server simply trust that message. Am I missing something?