Yes, which is why just using this basic example for production isn’t what you’ll want to do if you’re making a multiplayer game. Instead, you’ll probably want to have your character check for overlaps instead and check the “other actor” or “other comp” that you overlapped with. Then you can open that door using the character if the overlap is the door’s box component.
Whenever possible, make the player pawn responsible for collision, distance, etc. checks. One actor ticking and checking this kind of stuff beats multiple actors doing it, especially when it’s something you’ll have a lot of, like doors.