Play as Client and Listen Server Replication - Sphere Trace on Clients Differ

When a collider component overlaps (character’s fist) the montage is stopped, and the server does a multisphere trace between two sockets in the character’s hand. It uses the overlapping components to determine what was hit.

When testing multiplayer using ‘Listen Server’ this works as expected. However, when testing with ‘Play As Client’ the server does not seem to be aware of the location of the character’s hand, and traces incorrectly resulting in improper overlaps. The punching ‘Play Montage’ is being executed server → multicast.

In the below examples, both screen shots are from the ‘Client 1’ window.

Listen Server

Play As Client

The Character Blueprint

Update, I think I fixed it. Please let me know if this is improper form.

For anybody that may have a similar issue; I got the vectors prior to the server event and passed that through instead of having the server get the socket locations during the sphere trace.

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