Custom Event is not working on owning client

I have an event in actor blueprint that makes one of it’s components visible. But the event itself is working only on server and does nothing if I make it through “Switch has authority:remote” (Same with “is local player controller”). Replication “On owning client” doesn’t work either and makes it work on server anyway (wtf how?XD).
And the best part is that it is working just fine if I run it with “Event Begin play”. Switch has authority works with it too like everying else. Also the custom event works on client if I run it with begin play too. (By default I run it from Game mode)

Ok, I figured it out. Seems that I don’t know how actors work with replication inside itself.
The thing is that if something external is calling the actors’ events - it executes the event depending on from where was the call made. For example if I call it from Game Mode (Like I was doing) it will ALWAYS be executed on server part of the actor even if you make the event trigger on owning client. The opposite is with widgets and other blueprints that only can exist on client.

So the best way to call events on actor that both need to work with client and server simultaniously - is to do it through Player controller. It works perfectly fine then.
So for example if you need the game mode to do send sertan variables in actor blueprint on client side - make an event on Controller that will retranslate all those variables to client and then send them to actor.

It worked for me just fine and the only thing I don’t understand about it is why replicated variables are not working in this case inside the actor.