Okay, Inside of my controller it sets the replicated variable containing the hit result each tick (It does the line trace inside the controller). Then inside my Character Blueprint I get this data with a cast to Controller using a Run On Server event, the calculations carried out therein use this (get controller hit result) and are executed by a multicast in the character blueprint. Currently this is resulting in the Host/Listen Client functioning as expected; except all other clients aim at his mouse in his view port (the authority’s). Meanwhile all clients are stuck aiming at a separate but shared point across all their view ports resulting in a desync between them and the authority but not between each other. The server still cant get the client controller’s Hit Result variable- (named Controller Mouse in the shots below).
I have little experience with casting, having only got it work on my weapons recently - and they still need more fiddling. So hopefully what I have done wrong here will be painfully blatant. I’m sure I can figure the rest once I can actually get the client variable to be retrieved by the host.