GAS Ability not working when testing as client

IN a multiplayer setting on click of a button the game should play a taunt at the location of the player. Then this player can’t send another taunt for 5 seconds (cooldown). I have a setup with GAS that works, as long as I’m testing as listen server, but does nothing (no taunt played) when testing as client.
This is my setup:

On key input I try to activate the ability from my Character Blueprint :

As you can see the gas is attached to the PlayerState. At begin play I give the ability GA_Taunt to the ability system.

The Ability itself doesn’t do anything than commit and end ability. It’s hooked to a gameplay effect though. These are the ability’s defaults:

The effect applies a 5 seconds cooldown using the gameplay tag and is hooked to a gameplay cue. These are the effect’s defaults.

The cue plays the audio on begin play

These are the cue’s defaults:

Any idea what’s missing ?

One more hint to narrow the search down:
– If I add a print node after Event ActivateAbility, it prints “Server: Hello” when testing as listen server, but when testing as client, nothing gets printed so the ability doesn’t seem to activate at all.

In your GA Net Execution is Server Initiated and your Replication Policy is Do Not Replicate. This is probably a case for Local Predicted as you are calling the GA from an input event, not a server based event.

Tried switching to local predicted but that at least by itself didn’t solve the issue.

Not sure if it will fix, but generally i would put a cue like this in the cost GE or call it directly in the GA, not the cooldown.