Problem with a physics-based grenade not replicating properly across clients

Hello! I want to be able to create a grenade that is tossed accurately across all clients.

The problem is that the grenade has physics when tossed and replicates differently due to client movement and objects.

As for the devforum, I really don’t know if I’m just blind, but I’ve searched for a while now trying to find others with the same problem. I feel like the answer is so obvious but I am just stumped.

My current process is this:
Client function is triggered →
Grenade physics on original client start →
Server is sent info, received info is sent to all clients →
Grenade physics on all other clients start →
Grenade on original client and grenade on other clients roll in different directions →
Grenade damages those in original client’s explosion, but for other users it looks like they took damage for avoiding the grenade

Ok so in order to get a road map of the activities perhaps you could add a print of the info and physics for server and each client. If you do that can we see the output please.