Are you using Character Movement Component (CMC) on the Ball Character?
To reduce Input Lag you have the client jump, then RPC the server to jump.
- Input Jump → Can I Jump [true] → Jump Logic → Srv Jump.
- Srv Jump [run on server] → Can I Jump [true] → Jump Logic
No need for a multicast. Whatever the Server does to the character will be replicated to other clients. Their sim proxy copy for your character will jump (impulse).
If using CMC just use the Jump function that’s already built. It handles all the networking logic including client-side prediction.