How to Handle Projectile Movement Events in a Multiplayer Game

I’m trying to replicate the Ballistics FX pack and I’m not even sure where to start.

I do have some familiarity with replication concepts and have completed some basic projects, but nothing of this caliber.

So to make things simple, let’s say I only spawn my replicated projectile on the server (and I don’t have a separate, fake one on the client or any of that fancy stuff). Let’s also pretend I don’t care about network lag.

In this scenario, which events would it make sense to process server-side? The Ballistics FX pack uses the following events from the projectile movement component.

OnProjectileBounce
OnProjectileStop

Should I just ignore these events on the client and only process them on the server? And use multicasts for playing all the visual effects?