To reproduce this create a Multiplayer test app with a local predicted ability using wait target data. I am using the built in single line trace targeting actor but it happens with others as well. When you target an actor on server it works fine. When you target an actor on client and client finds the actor but server does not.
Tracing through the code you can see that the targeting info does arrive at server by setting a breakpoint in AbilityTask_WaitTargetData on line 210. If you inspect the passed in Data and you will see valid hit result info.
However once the call to ConsumeClientReplicatedTargetData is made on line 212 the passed in data is set to Empty. This breaks the functionality following this line and results in client and server getting out of sync results.
FYI This was working fine in 4.11. I see from my diff that there were significant changes to the Gameplay ability section. That is great that it is finally getting some love, but need to do some multiplayer testing of the updates.
Thanks
Jake