Custom event is sometimes firing and sometimes not

I have a custom event that replicates to the server. I call it within a function if i get a hit from line trace. In the function I sticked breakpoints to the “call event” node. This node is always called when it should be called, but the event itself is sometimes firing and sometimes not. At the beginning it worked fine, this problem just occured a few days ago without me making any change to the project.
I tried making the event new and restarting the project. Other custom events are working without any problems.
It’d be great if I don’t have to rebuild my game in a blank project because there is already quite a bit of content in the game, but I tried it with migrating the necessary assets in a blank project with the same result like in the main project.

Here is where the event is getting called

And this is where the event sometimes fires and sometimes not

This is my first question in a forum so I’m not sure if I provided enough information :confused:
If not just let me know.

Is it only firing when ran from the server?

When I put a print after the call-node and it prints it from the server it works for a few times, but after some hits it only prints from the client and thats when it is not working. I tried it with a “switch has authority”, that calls the event less frequently even when it should, but at least the event fires everytime it is called.

What’s also kind of strange is, that one specific hit animation seems to always bring the event to fire while the others act just as they please and sometimes work and sometimes not.

I changed the collision boxes in the character BP to “block all dynamics”.
It works fine now, but if somebody knows why “block visibility” wasn’t sufficent when I’am using trace line by visibility, I’d be glad to hear an answer :slight_smile: