AimOffset Pitch in multiplayer

Ok, so to close this problem, I finally solved it by using C++, by extending the Character class and reparenting my BP Character class to the new C++ extended Character class, to which I only added the GetAimOffsets function from ShooterGame’s character class.
The code for it is(in MyCharacter2.cpp):


FRotator AMyCharacter2::GetAimOffsets() const
{
	const FVector AimDirWS = GetBaseAimRotation().Vector();
	const FVector AimDirLS = ActorToWorld().InverseTransformVectorNoScale(AimDirWS);
	const FRotator AimRotLS = AimDirLS.Rotation();

	return AimRotLS;
}

and in MyCharacter2.h:


	UFUNCTION(BlueprintCallable, Category = "Game|Weapon")
	FRotator GetAimOffsets() const;

so that I can use it as a node.

And now everything works as it should: