Projectile replication delay compensation with FastCast

Like I said in many posts, there isn’t really any actual way to “combat” latency.
Maybe though, if you were to send the hitpart ( if it hit a client ) and then adjust to the hit part’s updated position on the client when showing the visual?

or you could both raycast on server and client, use the client raycast for visuals and use the server raycast for damage/hit detection.

Some of the posts where I talked about this :

Hope this helps you!