Correct replication for effect

Sure:


	//////////////////////////////////////////////////////////////////////////
	// Suppression

	// Current suppression value

	UPROPERTY(BlueprintReadOnly,Transient, ReplicatedUsing = OnRep_Suppression, Category = Health)
	float Suppression = 0;
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = Health)
	float SuppressionScale = 0.1f;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Health)
	float SuppressionRecoveryRate = 0.1f;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Health)
	float MaxSuppression = 10.0f;
	/** Suppress this character a little */
	UFUNCTION(BlueprintCallable, Category = Health)
	void Suppress(FHitResult hit, FVector start, FVector end);

	// suppression value changed.. so lets update something
	UFUNCTION(BlueprintNativeEvent)
	void OnRep_Suppression();

	UFUNCTION(reliable, server, WithValidation)
	void ServerSuppress(FHitResult hit, FVector start, FVector end);