It looks like you flipped the names on your RPCs, and while that’s confusing, it isn’t what’s breaking your code.
“Switch has Authority” is a node that checks to see if the object running the code is on the server or on the client. In most multiplayer games, the server must have authority to prevent cheating. What that means is that the game code should run on the server and the client should have no say whether the code works or not. All the client does is sends requests to the server, then the server says “hey, can he do that or is there a restriction that prevents it?” and if it’s ok, the server does the code and the player gets the update after it runs on the server.
“Run on Server” sends the command to the server from the client and runs it.
“Multicast” will execute only from the server, then send it to the clients so that it runs on their machines.
So, when the server presses Right Mouse, “Cli_Dash” runs. “Cli_Dash” is a multicast, but won’t execute code on the clients because the “Switch has Authority” node will only let that code run on the server. There’s no point in making it multicast if it can’t run on clients as well. The server will set the replicated Dash boolean to on, then after a delay, turn it back off.
When the client presses Right Mouse, “SrvDashCall” runs. The “Switch has Authority” node doesn’t do anything here, since we already know this RPC only happens on the server anyway. Then “Cli_Dash” runs and should execute on the server, in spite of the issues outlined in the prior paragraph.
The boolean should be updating correctly. Your state machine may have some kind of conflict going a different way.
Try this. On tick, use a “Switch has Authority” node and on Remote, use a Print String node set to last 0.5 seconds. Get the Dash boolean variable and plug it into the text node, which should automatically convert it to “true” or false". When you test the game, it’ll spam in the corner but when you press the button, the client should read “true” and you can figure out if the problem is in the networking or not.
[Net Update Frequency]
From the other post. “Min Net Update Frequency” determines how often your character updates. “Min Net Update Frequency” is how infrequent the character will update if the character has been idle. I’d recommend making sure that “Min Net Update Frequency” is set to the same as the normal “Net Update Frequency”, which is set to 100.