LineTrace Problem

All Editor debug functionality (print string, traces, debug shapes etc) will be shown on all clients. That’s a part of the debug system.

For trouble shooting you should assign specific colors for each proxy. This will easily clarify what’s happening and who’s doing what.

I have Begin Play functionality that sets a Proxy Role (enum) variable and a debug color in my projects. Simplifies troubleshooting.

On Listen Server the Hosting Client is the server. Their debug color would be purple. All other clients would be red and Sims orange.


Clients Do Not, nor Cannot Replicate data. Clients can Send data to the server via RPC’s, but they cannot send RPC’s to other clients.

Replication is always Server -> Client

Damage and or any other Gameplay altering mechanic should be strictly managed by the server.

The Server calculates and applies damage via a health deduction on the servers authoritative copy of the health value. It replicates the changes to all connected clients.


Attacking client would play local only hit fx etc and only send a single RPC to the server to have it “TRY” to attack.

The Server would first check if it can attack, if so execute the attack, then multicast to SIMS to simulate an attack.


My “Preferred” approach is more granular. It uses dedicated functionality per proxy vs bloated conditional checks.

Compact variant