Dedicated server produces more client instances then there are in the game?

I solved the issue. The additional instances are the servers, and each clients instance of the weapon blueprint. I used implemented a few multicast functions together with my run on server functions to make sure every instance gets all the communication. I also moved the apply damage event to my character blueprint. I also redid my interface calls. It appears that if you have an interface call in Blueprint A and you call it with a run on server function, in Blueprint B where the interface event lies the event will also be run on server. With this in mind i made some changes and now the haul things works better. I still have a problem where it seems that the weapon apply damage hitbox does not notice a pawn if that pawn is not possessed.