Creating a master-slave system

Hello everyone! I’m an absolute newb when it comes to the UE5 and a game-dev in general.
Me and my friend have an idea that requires a master-slave system in 2(?) clients. One is PC and other VR. ideally you’d need one PC and one VR set to run it.

The PC user (master) should be able to trigger events for a VR user (slave). I thought of using data tables (DT) as a middle-man for that task. Like master would click a button in UI which as a result would flip true-false in DT and slave-client would trigger certain events (audio/animation) when value is set to true.
You can imagine it as if 1 person (slave client in VR, who has 0 control) was on a ride, like Haunted-Mansion. While the other client (master on PC) would have the buttons to trigger certain events (spooky music, animation etc.)

But apparently DTs can not be changed on the run. So my question is:
Is there some other way (if possible newb friendly) to create such a system?

P.s. Master should have simple and intuitive UI, so openning the table in notepad/google sheets on the fly isn’t really an option.
Also I thought of doing it all in 1 client but I do not know how to make person in VR and on PC receive different feed.
They need different feed because PC person should see both VR feed and his unique UI with buttons and stuff. While person in VR should see only their in-game view with no UI whatsoever.

I am not an expert by any stretch of the term, but I can offer my two cents on how how you would generally set up such a system.

It sounds like you’d simply want to make variables- probably just simple boolean variables- to turn blueprints on and off, or to spawn them in and out on the slave players client. The master would have a UI that is tied to those variables- some kind of interface that lets him/her switch or adjust them.

I have next to no experience in programming a multiplayer game myself (I’ve only ever dabbled in single player experiences), but I imagine you would have an instance of the game running on each device, and you would be transmitting those boolean variables between them. Since it is PC and VR, you might have to do something special like creating the experience as two parts (PC part and VR part) that mesh and communicate with each other in real time.

I guess in short, you would use a single blueprint to manage the variables you are transmitting, or you would fashion the blueprints for each gimmick to work across two communicating devices.