A forloop only runs twice on server if client executes it. Listen server can execute it properly

I have a forloop that executes on server. This forlop generates an array of vectors that is used by an event after the forloop finishes that is multicasted.

The forloop runs fine when the listen server executes it but when the client executes it then it will only run twice.

here is the general overview of the code. The two red events there are the one that gets executed on the server(left) and then multicasted(right) - Owning Capsule component is just a component that is a part of the character blueprint executing this command in order to get the player orientation and position.

This is what it looks like for the server: http://i.imgur.com/5onS4yT.png

This is what it looks like for the client: http://i.imgur.com/3EzlPD2.png

Server goes through the forloop generates enough arrays and spawns and moves beam particles in place. Client only runs forloop twice but for some reason only spawns and moves 1 beam.

Is this some kind of network limit? Is there some kind of server lag I need to compensate for?

EDIT: The client does spawn and move 2 beams not just 1, the second beam didn’t have it’s elevation corrected so it was just underground. I fixed that issue so the client can spawn 2 beams. Where the second beam is the one that ricochets off a wall. New picture: http://i.imgur.com/3D6YS1x.png