Touched Events not being passed to Client from Server

When a Client detects a touched event (on a part it owns), it tells the Server to fire any touched events for the 2 objects involved on the Server (even though no collision is detectable on the Server), however, the reverse case is not true.

If the Server detects a touched event (on a part it owns), it will NOT tell the clients to fire any of their touched events for the 2 objects involved, if no collisions is detectable on the Client.

Is this intended behavior? not just the server not telling the clients, but also the client telling the server to fire touch events?

Repro Place: Touched Events - Roblox [size=1](if it’s inactive it’s because my OBC expires tomorrow)[/size]

The Part moving forwards is the server Part, the other is the Client Part
Client To Server:
https://www.youtube.com/watch?v=Pp1NA46h9ac

Server To Clients
https://www.youtube.com/watch?v=9hWPd5V_I_c

Repro Steps:

Pre-Step:

  1. The Server Part is Earth green, and the Client Part is Dark blue.
  2. The Touched Event for the Client is detecting collisions on the Client Part
  3. The Touched Event for the Server is detecting collisions on the Server Part.

First Case:

  1. Test>Server>1 Player
  2. Adjust Camera angles to get a good look at the impact, as seen in the videos
  3. From the Client’s explorer gui, set the S IntValues’s value to -36
  4. On the Client press the K key (this will start a collision)
  5. Notice that on the Server’s screen the the parts never touch.
  6. On the Client’s screen, notice the parts do touch.
  7. on both server and client’s output the touch event is fired.

Second Case:

  1. Test>Server>1 Player (can use same test Server from First Case)
  2. Adjust Camera angles to get a good look at the impact, as seen in the videos
  3. From the Server’s explorer gui, set the S IntValues’s value to -33, then from the Clients’s explorer gui, set the S value to -100
  4. On the Client press the J key (this will start a collision)
  5. Notice that on the Client’s screen the the parts never touch.
  6. On the Server’s screen, notice the parts do touch.
  7. On the Server’s output the touched event is fired, while on the Client’s output the touched event is not fired.

You may need to adjust the -36 and -33 values to stimulate single sided collisions.

Normally, the client would own the physics of parts nearby, which makes it detect the Touched events.
Using Touched clientside is mostly done for stuff involving the character firing the Touched event anyway.