If you use custom rotation like fixed rotation rates (tank turret etc.) then yes you might have to roll your own method, although I’d probably still recommend to avoid replicating values every tick. Considering the player’s aim is already replicated, you could just calculate your custom rotations locally on every machine.
If you really need to replicate, as others pointed out you need to use client->server replicated function call (prefer unreliable if on Tick), because variables only replicate server->client.
The server should be determining its own aim direction on the auth proxy. It will handle replicating the result out to simulated proxies on other clients. You just need to ensure the server runs the function that calcs Aim Direction just as your Autonomous Proxy does.