Client side cant send event RunOnServer

So the problem Im having is that custom events are not beeing sent from client , server player works fine .
Im sure Im missing something here as Im not yet used to ureal , what I do is I send messege from player to interactable object and in this object I want to teleport the player who interacted with it . Here are my blueprints

Thanks for any help

327018-screenshot-2.png

Hi, the image is too small to see anything =)

Generally, keep in mind that the client needs to own an actor in order to send a RunOnServer to the server on that actor. If any other client tries to do so, nothing will happen.

How can I do that from non player Blueprint , give ownership to that player before usuing RunOnServer event ? Whats genneraly best practice for that

Ok so what would be good practice to do that on in scene objects , like give ownership of the object to a player before running that event ?

Giving ownership to an actor can only happen on the server. That resulting in first sending an RunOnServer from the some owned actor to the server telling the server to change ownership of some actor only to be able to call a RunOnServer on that some actor.

Therefore best practice would be to directly send the player input via RPC to the server and handle the rest server side. Server than lets clients know about relevant results via replication.