Getting duplicates of replicated Actors on networked game start

I’m not sure if this is what you’re seeing, but you might be getting responses from the server version of the actors AND the client version of the actors. So for every game piece, the server has a copy and the client has a copy; both respond making it look like two. Try spawning a 2nd client and seeing if you have 48 actors. That was very confusing to me at first when I was doing “Print” functions and getting responses from each replicated version of the actor.