Odd behaviour of Overlapping events on dedicated server

Hi,

I’m quite new to UE4 and I’m trying to get a sword welding mechanic to work since several days and can’t get it to work properly:
What I have is a WeaponActor (the sword) attached to my character. Via animation informs I deceide when the sword should actually make damage: For this I trigger customevents (startweld, stopweld) from the anim blueprint inside my weapon actor’s blueprint.

Here my first attempt was to turn on/off the swords GenerateOverlapEvents property based on the welding phase. With the OnBeginOverlap event I did handle the actual damage.
On a client only game this works fine, but with a (dedicated) server, for the serverside hitboxes the OnBeginOverlap event seems not to fire for already overlapping components when turning the GenerateOverlapEvents property on.

My other attempt was to keep GenerateOverlapEvents on and to collect already overlapping actors in a Array with OnBeginOverlap and to remove them from the array when OnEndOverlap. Since the sword makes a movement where it can hit enemies in it’s movement path, I triggered a manual event to damage the already overlapping actors and handled the same branch from the onbeginoverlap event. Since this is a bit complicated to explain I attached a screenshot to this blueprint.

With this I have the problem that the OnEndOverlap event seems not to fire always properly with the effect that I can sometimes damage characters with my sword even if they are far away already. Also it does only handle one enemy where it should handle 2 or more enemies standing close together.

Does someone know how to properly implement such a mechanic in blueprint or where my mistakes are?

Thanks in advance for any help.

I am using the 4.17.1 version build from source (github) btw.

OK I found the reason for my Problem. The sword animation / movement actually did not take place on the dedicated server. The following post solved it: