Instance Replication Issues At High Ping

I’ve come across a strange issue when developing a tower defense game, in which raycasts and mouse.target do not pick up instances clearly visible on the client. This issue occurs at high ping (when lag drops us down to around 10 fps), and happens when creating objects very quickly in succession (placing multiple towers rapidly). The issue does not stem from the creation of these tower models, but rather that the client cannot detect some of the instances using mouse.Target or raycasts. Has anyone come across this issue before, or does anyone have any insight as to why this might be happening?

Heres a clip using an in game explorer and the dev console to track what is going on.
https://gyazo.com/5fef895d3e657ce7672f1a731974ac9e.mp4

In this clip, I made the hitbox named “Unithitboxplswork” visible on that tower, and as you can see when I go to hover over another tower, it correctly prints the invisible bounding box.

This is the code that is creating the output.
https://gyazo.com/433f296c229a2c90b624eac001f0784d
And this is what sets the raycast instances (i tried the parent folder, this code was just done to see if it would make a difference)
https://gyazo.com/7a4f78ce97689f40f3cba75af1667953

All of the towers have correct parenting, just for some reason these scripts dont pick up the instances that are clearly replicating to the client.

Do the instances eventually get detected?

No, ive even tried creating local versions of their hitboxes a few seconds after they appear on the client, yet that still doesnt work. CanQuery is on for all these objects as well.