Hitbox detection bad on clients

as you can see from this video it appears that the bullets are not colliding with the animated mesh but rather in default a pose. do you have any idea why this would happen and what I could do to potentially fix it? also, good sources for networking in ue4 would be appreciated.

here is the video demonstrating my problem. it works fine as the server on non-dedicated server btw

The only answers I could give to you is that:

  1. Your Projectiles do collide with the Character capsule and not with your Skeletal Mesh or
  2. Your Projectile flies in a wrong direction or your LineTrace is set up wrong

I’m indeed using projectiles and I first thought it would be a problem with them but I created a new blank 3d person project with just a simple line trace and I’m getting exactly the same issue. only on dedicated server tho which is weird. everything works as long as the server is playing.

no, it’s not colliding with the capsule, the collision on that work’s fine. that leads me to believe it’s related to the anim blueprint although I left it on default on my new project.

Fan you Maybe Show a Screenshot of the blueprint where you make the linetrace?

of course.

I use the forward vector every time instead of the control rotation, but I dont know if that is the problem.

initially, I used the forward vector. I just tested with control rotation as it’s replicated but it shouldn’t make a difference as I’m feeding it through the function anyway. and it didn’t

edit: I realize that you might have meant rotationxvector. I’m pretty sure it’s exactly the same as forward vector, anyway it gave the same results.

the solution is to change “mesh component update flag” in your skeletal mesh properties to “always tick bones and refresh bones”. i think the server is not updating the bones because it’s not rendering it

I have a problem which is very similar:

On multiplayer when plying in PIE (new windows) just with a client, i discovered that my AI line trace is not hitting player pawn. I investigated hours now and find results I do not have a solution for:

  • When a “Server Player (listen server)” is in the game and is watching the AI hit Clients per Line trace, then everything works fine.
  • Also when I do a PIE “Simulate” and watch AI is line tracing some player paw BPs, everything is hitting well.

But it stops hitting well, when I am on the server with clients alone. Or when I am on the server with clients and a “server player (listen server)” and the “Server Player” is not looking to the clients so the clients is not rendered on in the “server player view”.

Yes, sounds confuse. But I retest and re-tested and reproduced for hours now. I can easily join in PIE (New windows) with two player, one Server and one Client. And when the Server-player is watching the clinets, then the AI on the server hits the clients-pawns. If the server-player is looking in another direction, then AI is not hitting the clients-pawns.

Is there any option or and mechanism which prevents line traces to work properly on server when the client pawns are not rendered on server, because “no one on server” is looking at them?

I read the solution which Atornity said, but such a option is not existing anymore.

Thanks a lot and best regards

EDIT: I think I got it. WTF. I found a similar option in the mesh of the player and AI pawns, named “Visibility Based Anim Tick Option”. I switch it from always tick pose to always tick pose and refresh bones. That’s seems to help. I did it on both pawns, my AI pawns and my player pawns. Now my AI is line trace hitting player pawn also when only client pawns is playing.
If someone can explain that and tell me if that is the solution to use for that, would be nice.