C++ Timer, Call Function every seconds

Thanks for spreading some knowledge Fred K,

I have been starting to use timers more often now, but now I have a few questions about timers and replication.

Can and should timers be replicated?
How often will this be sent across?
How would one would go about doing such thing? Will replicating the FTimerHandle suffice?
For client verification checks and HUD updating (like a progress-bar), will it be better to just start a timer on the client as well instead of constantly replicating it?

As an example, lets say I have a bomb that once triggered starts a 15 second timer, after which it explodes. This could be done simply by having a timer on the server and only notify the client about the explosion. However I want the player HUD to have a progress-bar that shows countdown progress, which means the client needs to know the constant progress.

Should I be constantly replicating the timer, or just create a local timer as well to “emulate” the server timer. The “emulation” should be fairly accurate (minus the latency).