GAS Task - WaitTargetDataUsingActor vs WaitTargetData replication bug?

So I’ve run in a weird issue and not sure if its a bug or I’m not using it correctly.

I have a gameplay ability using WaitTargetDataWithActor (I chose the WithActor because I need to refresh the hit result on a loop while the ability is running, and figured reusing a single actor would be more efficient).
This woks fine on sever and single player. But on client for multiplayer, the Valid Data return node only fires on the local client (I’ve confirmed this via debugging with string outputs on the Valid Data path the tell me who it fired for).

I’ve tried various combination of confirmation type and even manually ending the task by calling “Confirm Task By Instance Name”, this works fine on server and single player, but not multiplayer initiated by client.
I’ve tried instantiating the Gameplay Ability Target Actor Object with both the standard “Spawn Actor from Class” and the GAS specific “Spawn actor for Gameplay Task” with no difference.

If I use the WaitTargetData node instead, it works fine and fires for all 3 scenarios correctly (passing it the same class used to create the Gameplay Ability Target Actor Object in the other version).

Is there something additional I should be doing for the Actor version to get it to properly Multicast/Server Run? Is this and intended difference? or is this a bug?

Out of ideas to try and if it is a bug, I’ll just take the performance hit for now on re-instantiating the target data each cycle (cycles are .05-.1 seconds, to update in time with mouse movement), and see how bad that is, but it feels like bad practice and what I’m trying to do should be exactly what the WithActor version is intended for, but would like to confirm I’m not misunderstanding or misusing it before I dismiss it.

Any Insight would be appreciated, Thank you.