Hello @imgodot So @jpthek9 is correct. Especially for projectiles you will want to do something along the lines of an RPC to let all the other clients know that there is a projectile being fired. In the case of an automatic weapon, you can get away with only sending 2 RPCs. One will be when the firing has began and the other would be when it stops, the other clients will simulate the timing and everything in-between. Having network traffic per projectile would be very expensive. If you think about it, many AAA games really only have around 16-32 (64 in BF4 case) actually synchronized objects in the scene. Simulations being slightly off for projectiles on other client's isn't such a bad thing (unless it is a "hero" object). In BF4 an algorithm that may be used to sync sniper bullets might be the following: If you are looking at a sniper and they shoot while you are looking directly at them, then sync the bullet position and rotation across the network. Ever notice why you don't see sniper bullets flying around all the time but yet the sniper bullets when you look at a character that shoot at you look huge? If you can simulate an action on another client without it directly affecting the gameplay or visual design, it is best to offload as much as possible to the clients simulating the action and you just telling it when to start/stop.