Client Player Cant Posses Pawn But Server Player Can

I am having an issue where in a multiplayer game the server player can posses a pawn (in this case a drone) but the client cant.

When the player pushes a button on a UI it calls “Networked Posses Drone” in the ThirdPresonCharacter_BP. This then passes the pawn we want to posses and the player controller to an event that runs on the server called “ServerPossesDrone”

Any help is appreciated.

Is the Drone Pawn set to replicate? If not, the possession by the Player Controller won’t be replicated amongst other things.