Projectile across multiplayer problem

Hi I have created an arrow projectile that when in single player or on the server (listen) it sticks to the walls but in the client it hits the walls but slides down until it hits the floor then stops.

This is the setup for how the firing of the arrow is working. The nodes that you cant see are just setting a float value for the speed of the arrow at spawn time.

This is where it spawns the projectile from the position of the person who pressed the fire button.

Don’t know if this is needed but here is how I update the arrow rotation because I couldn’t get the rotation follows velocity to work right.

And I have replicate check as well as replicate movement and net load on client.

Forgot to put the question which is how to get the arrow to stick or stop in the wall on the client side?

Client

Server

Okay so I did a little debugging and to my conclusion its due to the fact that the server shows the hit detection but the client does not likely due to latency but the location is being updated and the server says it stop because it hit something but the client has not hit anything yet so it keeps moving but because its velocity was set to zero from the server all it can do is drop to the ground. I have also noticed that the arrows are very jittery when flying through the air.

I have found an answer, all I did was on a hit the server got the hit location in world transform and I told it to multicast it to the clients so that the arrow would be in the same spot on a hit.