Atmospheric stattering gives error if run on deticted server

so I’m using an atmospheric material blueprint from the marketplace Post Process Planetary Atmosphere in Materials - UE Marketplace but I’m getting an error when I play in a dedicated server even know I don’t see anything wrong here is the blueprint causing the error

and here’s the error message

Try using the _lut version of the atmosphere instead of the _prec version (BP_PlanetaryAtmosphere_lut_00). By default in the _lut version, computation of multiple scattering is entirely performed in the material and the _lut blueprint does not execute the WaitCameraInit macro, so there is no call of the GetPlayerCameraManager function, which seemingly causes an error on the dedicated server in this case.

Default settings of the _lut version:
In the BP_PlanetaryAtmosphere_lut_00 blueprint set both bComputeMultiScattering and MakeMeasurements to false and in the used post process material (by default it is MI_PlanetaryAtmosphere_PP_lut_00) set bComputeMultipleScattering to true.

If the _prec version should be used or computation of multiple scattering should be performed in the blueprint then the BP_PlanetaryAtmosphere blueprint should not be spawned on a dedicated server but on clients only (computation of multiple scattering is based on the camera location). Unfortunately I’m not very familiar with the replication system, but I guess spawning of the BP_PlanetaryAtmosphere blueprint should be organised with the HasAuthority switch (something like this Dynamically Spawning Replicated Actors). Or you can add the HasAuthority switch in the BeginPlay event to disable ticking of certain actors on the server (fast but perhaps not a very efficient solution).

Hope this helps!