Replicating Get Hit Result Under Cursor by Channel

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. :slight_smile: I’m sure I can figure the rest once I can actually get the client variable to be retrieved by the host.