Unexplained Collision Inaccuracy between Server & Client?

There are more pieces to this puzzle yet. So I have two test maps, one had a BSP-To-Static-Mesh base and was using Complex Collision as Simple. The other map is the VR Template that Epic Provides (which doesn’t have that setting, but does have 13+ collision primitives)

Both of these meshes seem to be related to the frequency of this problem. Is it possible that objects with multiple bodies are somehow the cause of this? Still doesn’t explain why it only happens on a remote connection.