I made a throwing knife and i made it so its replicated on the client for smoother movement. I also copy and pasted the collision detection on the client.
In the console in the video, the part hit is printed out. the client returns collision of itself (workspace.KnifeProjectile) but the server returns collision of a map part when it reaches.
All I ask for is assistance to see why the client side can collide with itself, but server doesnt.
If I understand correctly then the client side knife is colliding with the server side knife? CollisionGroups or just the CanCollide property can probably fix the issue.