Hitbox Delay on Server

I’m creating a hitbox system using magnitude, and while everything functions correctly, I encounter a delay or failure in hits when moving forward. This seems related to server delay, as hits register normally when stationary. I’ve attempted to fire an event to the client for replication, but it hasn’t worked, likely due to my limited understanding of client replication.

Here’s how I’m performing my magnitude check:

if (v.HumanoidRootPart.Position- RootPosition).Magnitude < Range then
	Hit = true
	ReplicatedStorage.Requests.Damage:Fire(Character,v)
end

Clarity: v is the enemy and the RootPosition is the players position who is damaging the enemy
Any help will be appreciated.