Due to differing latency, a player who receives a remoteevent for a bullet tracer may simulate a different outcome than the player/server who shot the bullet.
For example, imagine a slow moving rocket. The moment it is shot, it replicates the trajectory to each client for them to simulate. But if the shooter/server detect a hit on a player, whereas a different client calculates a near miss due to latency, you would end up with the hit VFX replicating on the hit player, but the replicated tracer would continue on past them until the simulation detects its own inaccurate hit.
Is the only way to prevent this outcome to have a 2nd remoteevent on hit to tell the clients to destroy this tracer?