Projectile fire behaves differently in client then in server

I see your event to spawn a project is called “Fire Projectile Multicast”. Is it a multicast event? I don’t think it should be, spawning stuff is usually the task of the server only. Multicast would cause the server plus all connected clients to try and spawn a separate projectile. Can this be related to your problem?

Also, isn’t the client just seeing the projectile after it has already traveled a bit?