Function Replication Issue

Please review my blueprint and provide any feedback. I figure it has something to do with how I’m calling the client.

Basic Jog Function, but having issues replicating it properly. Replicates through the server to other clients just fine but not working correctly on the owning client. I know I’m doing something wrong, but I need help knowing what. I figure it has to do with how I’m calling the client, but an example how to correctly call this via a blueprint would be very much appreciated. I’ve tried switch has authority and running both a server and client function through that but again, maybe I did that wrong as well.

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Ive updated my Max Walk Speeds on the client function to the correct speeds (in the picture they’re all set to 0), but still there’s an issue on the client side.

On Input Press apply the logic locally (client), then call the server function.

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Can someone please help me?

Okay, so in this case what would be the server function? @

Your “Server Jog Press”.

I appreciate your patience with me, I’m obviously new and been stuck on this component for some time now. Can you please show me where I’m going wrong in my blueprint?

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I know you’re busy just a little help for this blueprint would mean a lot

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Is this a little more like it? I’ve seen that tutorial before and it was helpful. Please provide feedback:

1.) Do I need to include the full function on the server side, or just the affected variables and change in max walk speed, or just the change in max walk speeds?
2.) Am I calling the server side function in the correct spot?
3.) What if there are calls for a delay, would we call on the server that delay as well, or just everything directly after the delay? (For example a delay set for stand to prone animation)

Thank you!

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It works better but I notice a slight lag in the server, the clients are reflected perfectly, just not perfect on the server… Is this okay?