Networked Weapon Traces not registering [Bug in Shooter Game w/ Video]

Look at ShooterGame’s ShooterWeapon_Instant.cpp

Within the function:



void AShooterWeapon_Instant::ServerNotifyHit_Implementation(const FHitResult Impact, FVector_NetQuantizeNormal ShootDir, int32 RandomSeed, float ReticleSpread)


There is a check to determine if the hit is valid or not, I believe this is causing shots not to register if they are too close



// if we are within client tolerance
if (FMath::Abs(Impact.Location.Z - BoxCenter.Z) < BoxExtent.Z &&
	FMath::Abs(Impact.Location.X - BoxCenter.X) < BoxExtent.X &&
	FMath::Abs(Impact.Location.Y - BoxCenter.Y) < BoxExtent.Y)
{
	ProcessInstantHit_Confirmed(Impact, Origin, ShootDir, RandomSeed, ReticleSpread);
}
else
{
	UE_LOG(LogShooterWeapon, Log, TEXT("%s Rejected client side hit of %s (outside bounding box tolerance)"), *GetNameSafe(this), *GetNameSafe(Impact.GetActor()));
}


Obviously this is not the desired behavior so it should be fixed by Epic but that is where to look in the meantime