Calling RPC from Pawn if the client

I have a pawn separate from the players that can be interacted with via the Interact Interface, I need to change a bool or other action over the network such as moving. I call RPC in Pawn to have the server change a replicated variable, this works, but when the client interacts it cannot call RPC because its call is available to either the owner or the server, then how do I call this Rpc through the client if it is both not the owner and the server?

I think you can use the controller to do that.

The controller is an replicated actor and the client is its owner.

-Look RPC invoked from a client

-Client RPC here:

Actor ownership Not replicated NetMulticast Server Client
Owned by invoking client Runs on invoking client Runs on invoking client Runs on server Runs on invoking client

Use the server pawn. Get a ref to it and make the rpc there. All Rpc’s.