The character and its movement component are both replicated and the character is set to be always relevant. The client can see the host’s character being teleported to a new location just fine but the server cannot see it if the client moves the character.
The event is set to multicast replication as well. Tried directly teleporting the actor from the game state, same issue as well.
Edit: And it seems nothing done on the client side will be updated on the server, should I consider not to use the player controller and move everything to my game state blueprint?