Yeah. I haven’t made anything with AI yet so I could be wrong, but it seems to me that the Actor of the Pawn on the Server is considered to be the same Actor on both Server and Client, so it would be much simpler to target that.
The way I would do it is GetAllActors of Class : Pawn, shuffle the returned array, then run it through a ForEachLoopWithBreak, and assign the target pawn for your MoveTo and break when you find a valid one (one that is not the server monster, and that is controlled by a player) You might choose specifically your custom Pawn class that the client players use, to avoid having to loop through any other types of pawns you might have in your game, which would automatically also exclude the Monster pawn). Then you just Break the loop once you found your target victim.
Don’t use a GetAllActors node too frequently as this will really slow down your game. This is a good thing to use whenever the monster needs to “change his mind” but NOT every tick!