# Why is client behaviour different on dedicated server than on listen server

**URL:** <https://forums.unrealengine.com/t/why-is-client-behaviour-different-on-dedicated-server-than-on-listen-server/467501>\
**Category:** Character & Animation\
**Tags:** dedicated-server, networking-multipla, client-replication, unreal-engine, question\
**Created:** [July 1, 2020, 11:10am UTC](https://forums.unrealengine.com/t/why-is-client-behaviour-different-on-dedicated-server-than-on-listen-server/467501 "2020-07-01T11:10:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![shark0151](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shark0151/32/768781_2.png) [@shark0151](https://forums.unrealengine.com/u/shark0151)\
**Post date:** [July 1, 2020, 11:10am UTC](https://forums.unrealengine.com/t/why-is-client-behaviour-different-on-dedicated-server-than-on-listen-server/467501/1 "2020-07-01T11:10:49Z")

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I’m at a loss here.  
I have a fire function that uses the weapon’s muzzle location to spawn and line trace a projectile.  
Using a listen server, it works as it should; client-to-client, server-to-client and client-to-server, everything is displayed correctly as such:

 ![305888-correct.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/c/5/0c53a602492c2b4078df46b2f7c427a498ce803d.jpeg)

But then using a dedicated server the particle is spawned incorrectly ,below the weapon:

 ![305889-incorrect.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/d/0/1d01871251d2f45ceadc7996503e3fe4215e0a0e.jpeg)

I’ve sort of narrowed the issue down to the animation blueprint; I’m doing some ik to move the arms and head to where the player is looking. If I disable that part it spawns the particles from the weapon

 ![305892-sort-of-correct.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/f/d/ffd972d3a91581a9e0012141bbf733f2089c6c9a.jpeg)

But why does it act different, and how do I get it to work?  
The way it’s set up; I’m getting the muzzle position, hand positions and look direction in c++, and in the anim blueprint I make a cast to the player class and call the get functions I made, then using those values it makes the changes to the ik.

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<div class="post-metadata">

**Author:** ![shark0151](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shark0151/32/768781_2.png) [@shark0151](https://forums.unrealengine.com/u/shark0151)\
**Post date:** [July 1, 2020, 11:18am UTC](https://forums.unrealengine.com/t/why-is-client-behaviour-different-on-dedicated-server-than-on-listen-server/467501/2 "2020-07-01T11:18:48Z")

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I can’t believe I found the fix 5 minutes later. Here: [Run on dedicated server cause problems with socket location - Programming & Scripting - Unreal Engine Forums](https://answers.unrealengine.com/questions/437077/view.html)
