I think the implementation of this is confusing when dealing with multiplayer/rpc
Instead of anim notifies I construct my animation blueprint to change on bool etc… So for instance since I know everyone has my player copy running about and Logic will handle localy if I update it… I can say if shooting “I set server to replicate to all I’m shooting” my model then takes bisshooting the and plays the animation. I dunno what your trying to do but again I suggest doing to ue tutorials for replication.
If you as a client hit a key your cannot cast to everyone. You instead cast to server who then tells everyone what you did. Client → server → other clients