Server Replication only works properly when server actor player is in match

For some reason when I play with the server (red trace) actor the bullet matchs what the client sends:

However when I don’t have the server actor in the game, the server thinks the bullet should go straight down when I do the same shot:

What could be causing this?

Who’s technically firing the shot? Server or Client?
How are you applying rotation?


Server shoots first, then the local player.

The rotation comes from the position of the gun, so maybe the gun animation isn’t being replicated properly but weirdly everything works fine if there is a server player in the game.

You should be using a trace and muzzle location to create a forward trajectory rotation that goes from muzzle to crosshair position down range.

Example (Then 1 sequence)


For the Server you’d use Get Control Rotation instead of the camera.

The way my game works is the projectile shoots from the end of the gun. The issue for me is that I guess the position of the gun isn’t syncing but it does when there’s a server actor in the game. Doesn’t make sense…