Remote client hitting wall that is not there locally and on remote connections.

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!!

When adding a wall etc the server has to multicast the node data. The MC will have all clients build locally to match the server.

Yeah, i know, i do that. otherwise the client would have anything to walk on. The problem is this, this is from the server/host point of view:

The local player can walk without problem between nodes, but the remote controlled player hits a wall where there isnt one. Locally, the client that is hitting the wall could also walk through without problem but is getting corrected by the server since the representation on the server was getting stuck. And this attempt was with an entierly new procedural generaton system. So its not the system that is at fault, i think. The server translates the entire complex into an array and sends it to the client, the client then uses that array to rebuild the complex, so they are carbon copies of each other.
I just dont know any more, i have even tried to create custom collision for the meshes and that didnt work either.