How to replicate a function without player character?

I followed your advice, and made a seperate interaction manager, which is owned by the player controller, and to my knowledge - server events do work.
I spawned the manager in the level blueprint, then made a globabl variable referencing it in the game instance.
I then made an interface to request and accept replication.


(Interactable Actor)
This works for the most part, but the issue arises with server replication in the manager.

(Interactable Manager)
If i were to remove the owner, or remove replication for the event, the code runs fine and prints out “Works” on the client, however its on the client, and whenever i try to make server events run it just doesnt feel like working
I should also mention that using “Switch Has Authority” gave me an output of authority, but i dont know how important that could be.

I feel like im missing something about replication, but thanks for the idea nonetheless.