Bullet does not replicate when it has it's network owner set to a specific client

  1. What do you want to achieve? Keep it simple and clear!
    I want to create a bullet on the server so it is visible to other players and deals damage, but want to set its network owner to the player who spawned it to allow for better physics.
  2. What is the issue? Include screenshots / videos if possible!
    The bullet deals damage correctly on the server, but it does not visually replicate to any client besides the player whom owns it.
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have looked on the DevForum and i’ve asked other scripters. I have not found out why this is happening.
function gunModule.Fire_MousePosition (shootpart, damage, speed, player, blacklist, requestedBullet, mousePosition, headshots, headshotBonus)
	local bullet = game.ReplicatedStorage.bullets:FindFirstChild(requestedBullet):Clone()
	bullet.Parent = workspace
	bullet.Position = shootpart.Position
	bullet.CFrame = CFrame.lookAt(bullet.Position, mousePosition)

	local bv = Instance.new('BodyVelocity')
	bv.Parent = bullet
	bv.MaxForce = Vector3.new(10000, 100000, 10000)
	bv.Velocity = bullet.CFrame.LookVector * speed

	bullet:SetNetworkOwner(player)

The solution was that Body Velocity has broken to the extent its physics do not replicate. Using a linear velocity worked.

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