I have a bit of a weird “Bug” , First of all i’m using this code
CPP
Header

Ok so when i use this code it all works fine on the client but using the dedicated server in the editor it doesn’t replicate from client 1 to client 2 and when i packaged the project and played the standalone version it only replicated to the server and not other clients. Have i missed something out?
             
            
              
              
              
            
            
           
          
            
            
              Here, try this. Just be sure to edit it to work for you. 
// .h file
UFUNCTION(reliable, Server, WithValidation) // Called on the client executed on the server
	void ClientRPCCFunction(const FString & S_String);
	UFUNCTION(reliable, NetMulticast) // Called on the server executed to all the clients
		void ClientFunc(const FString & C_String);
	UPROPERTY(Replicated)
		FString test;
// .cpp file
void <YourClass>::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	// Replicate to everyone
	DOREPLIFETIME(<YourClass>, test);
}
bool <YourClass>::ClientRPCCFunction_Validate(const FString & S_String)
{
	return true;
}
void <YourClass>::ClientRPCCFunction_Implementation(const FString & S_String)
{
	TextRender->SetText(FString(S_String)); 
	ClientFunc(S_String); // Updates the Client
}
void <YourClass>::ClientFunc_Implementation(const FString & C_String)  // Called on the Server sent to all Clients
{
	test = FString(C_String);
	TextRender->SetText(FString(test));
}
void <YourClass>::Jump()
{
	ACharacter::Jump();
	ClientRPCCFunction("HereIsTheName"); // Called on Client Sent to Server
}
             
            
              
              
              
            
            
           
          
            
            
              Thank you so much, that worked perfect!