Multiplayer LineTrace Hit Result TOTALLY wrong

Hey BEnSon1101,

It helps if you show us some of your code.

When i shoot towards character anywhere from 1000 units bellow or 1000 units above the character it returns A HIT

i am using LineTraceMultiByChannel and using Custome collisionchannel

**When I shoot near the capsule component or anywhere above or bellow it ** IT COUNTS AS A HIT

would I have to change some replication setting or something

void ACharacter1::Function1_Implementation()
{
	TArray<FHitResult> HitResults;
	HitResults.Init(FHitResult(ForceInit), 12);

	FVector Start = CameraComponent->GetComponentLocation();
	FVector ForwardVector = CameraComponent->GetForwardVector();
	FVector End = (ForwardVector * 5000) + Start;
	FCollisionQueryParams CollisionQueryParams;
	CollisionQueryParams.AddIgnoredActor(this);
	FCollisionResponseParams ResposeParams(ECollisionResponse::ECR_Block);

	GetWorld()->LineTraceMultiByChannel(HitResults, Start, End, ECC_Visibility, CollisionQueryParams, ResposeParams);

	if (HitResults.Num() > 0)
	{
		//CreatBulletHole(&HitResults[0]);
	}

	for (int x = 0; x != HitResults.Num(); ++x)
	{
		if (ACharacter* Player = Cast<ACharacter>(HitResults[x].Actor.Get()))
		{
			GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Green, TEXT("Array character"));
			FString hMessage = FString::Printf(TEXT("T            %f."), HitResults[x].Actor.Get());
			GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Blue, hMessage);
			Player->TakeDamage(-20.f, FDamageEvent(), GetController(), this);
		}
	}
{

	float ACharacter1::TakeDamage(float Damage, FDamageEvent const& DamageEvent, AController * EventInstigator, AActor * DamageCauser)
	{
		const float ActualDamage = Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser);

		float damageApplied = Health + ActualDamage;
		Health = damageApplied;

		FString healthMessage = FString::Printf(TEXT("Current Health %f."), Health);
		GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Blue, healthMessage);
	}

Would I need to use a different trace channel

It seems to work when I am not on DEDICATED SERVER

Would this be UE4 bug or something I am doing

**Playing offline works fine it is only multiplayer that it is off

is multi line trace the cause of this behaviour

does anyone know why this is happening