Weapon hit detection issue

Hi, so my issue is with a weapon hit detection using a line trace by channel using sockets on a static mesh.

I have all my weapons in separate child blueprints and calling them from an is valid actor reference. I can get the trace to work but when I do I have to set the actor variable to be replicated and in doing so it creates two line checks, one that follows the sockets correctly during animations and montages, the other following in line where the weapon actor spawns in hand.

If I don’t have the weapon variable set as replicated it won’t follow the sockets during a montage or animation and stays in the same place where it spawns in hand. Any ideas ?


Without weapon variable replication

With weapon variable replication

I have figured it out if anyone has the same system in place as I do and wanting the hit check to work off on client side, place a is locally controlled check so that it wont run on server and client causing this issue.

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