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

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.