I have a problem where when a projectile is fired, both the server and client spawn the projectile at the same time, but the BodyMovers on the client one does not seem to work immediately, causing the server projectile to be ahead of the client one.
The problem occurs both on player fired projectiles, (which utilizes a LocalScript firing a RemoteEvent so that the server may spawn the projectile) and on AI fired projectiles (which are fired through just a ServerScript).
The ServerScriptthat spawns these projectiles are all of similar structure, a projectile is cloned from ReplicatedStorage, and a bunch of scripts are smashed into it, including a BodyVelocity. Network ownership is also set to nil.
Any idea what may be causing the problem?

2 comments
Why would you need to create a projectile on the client? If you create it on the server only the clients will still see it.
I don't create it on the client, I create it on the server but the clients see a projectile that lags behind the one on the server.