Hi!
I have been barreling this bug for what feels like years now but is probably just like a month.
I am making a procedurally generated corridor/facility system and it works, only for you and your player character. Remote clients or representations of connected players seem to be hitting a wall when crossing nodes (the corridor/facility is built up by instances of a handful of blueprints connected together to create a complex, I call these instances nodes).
I have tried every theory possible. The nodes are always identically placed on all machines, there are no collision errors since the local player character can walk without a problem and the nodes themselves don’t have any collision boxes in the blueprint and if they do they are well out of the way, along with other theories, but none have worked, they have reduced the problem to less nodes but it’s still there with most.
I found today that the problem occurs when entering the node from a specific side, why that happens I don’t know and it’s very hard to debug it since it works perfectly for the local player.
If you ask for screenshots they will not help.
What may help is the the fact that when spawning the nodes I rotate them by some calculations to align them with the previous nodes, that may be of some help (maybe), but I don’t see how since I rotate the entire blueprint and not just a component like the static mesh.
Please help!!