Correct way of Client request to server implementation or Server variable is empty on RPC RunOnServer

Hello everyone!

I’m in a bit of a pickle here, I’m trying to create a map editor for a multyplayer game. On client connection I send a request to server to generate map.

SendRequestToGenerateMap event is set to run on server. Reliable.

GenerateMapOnRequest event is set to Run on owning Client. Reliable.

The thing is that on Server the MapInfo is genereting the map just fine, it has all the… info. But when I try to send a request to generate it from a client the server says that the variable is empty. I assume that the MapInfo variable is actually being taken from the Client, wich has it empty.

Is there a way to make it work? To send a variable from the server without setting the variable to replication?

Thanks everyone in advance, here’s the blueprint part that is relevant.