LineTraceMulti strange hit location/results

FVector AFPSChar::ShootLineTrace(FVector traceStart, FVector traceEnd)
{
LineTraceHit = UKismetSystemLibrary::LineTraceMultiForObjects((), FirstPersonCamera->GetComponentLocation(), (FirstPersonCamera->GetComponentLocation() + (FirstPersonCamera->GetForwardVector() * WeaponInventory[InventoryIndex].ShootRange)), ShootTraceTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, HitResults, true);

	if (HitResults.Num() > 0)
	{
		SpawnBullet((TPGun->GetSocketLocation("Muzzle")), UKismetMathLibrary::FindLookAtRotation(TPGun->GetSocketLocation("Muzzle"), SelectVector(HitResults[0].ImpactPoint, HitResults[0].TraceEnd, LineTraceHit)));
		return SelectVector(HitResults[0].ImpactPoint, HitResults[0].TraceEnd, LineTraceHit);
	}

	else
	{
		return FVector(0.f, 0.f, 0.f);
	}
}

this is the function ran on the server that isnt working. The line is still being fired upward like in the 3rd picture above