Hello oristal,
I attempted reproducing the issue you’ve reporting but I’m not seeing any abnormal results. I’ll go through how I set mine up to make sure that there isn’t anything we’re doing different. I did use the First Person template instead as doing line traces w/ the first person is just easier to aim in a lot of cases.
- Created a project based off the First Person template
- In the First Person Blueprint, I placed the nodes as shown in the picture below.
- I selected a static mesh in the level and ensured that it was set to “Static Mesh Replicate Movement”
- I set the number of players to 2, selected “New Editor Window” and then triggered the line trace to hit that Static Mesh from step 3
- The static mesh followed my transform and detached after the 4 second delay. The client saw all of the same behavior.
I made a few improvisations as I don’t know how you set up your start/end point for the line trace and I’m also not sure how you were calling ServerDetach. Also, it’s better to use IsValid when checking to see if a hit result actor is valid.
Please give this setup a try and see if it works for you and/or point out anything I did differently.
