Actors not being destroyed on clients on multiplayer

I’m trying to create a voxel game, in this game the chunks of blocks are all created and destroyed on the server, and they get replicated to clients, but if I move players around, as the chunks get destroyed on server, it doesn’t seem to get destroyed on the clients resulting in inconsistency results:

Server (72 chunks):

Client 0 (144 chunks):

Client 1 (172 chunks):

The LiveChunk is marked to replicate:

ALiveChunk::ALiveChunk()
{
	bReplicates = true;
}

Chunk Creation:

Chunk Destroy:

I found the problem, the replication system was working fine, the problem was that I was creating chunks on the client side too due to a misuse of the HasAuthority, as the HasAuthority returns true if it was created on client (which was my case)