Hide the Actor only on the owning client.

I have a replicated actor, and I want to hide it only for the character that interacts with it. I partially achieved this, but there is a problem: when the server interacts with the actor, it affects all clients.

void ABaseCharacter::Interact(ABaseItem* Item)
{
	ServerInteract(Item);
}

void ABaseCharacter::ServerInteract_Implementation(ABaseItem* Item)
{
	if (Item)
	{
		Item->SetOwner(this);
	}

	MulticastInteract(Item);
}

void ABaseCharacter::MulticastInteract_Implementation(ABaseItem* Item)
{
    if (IsLocallyControlled())
	{
		Item->SetActorHiddenInGame(true);
	}
	
}