I’m experiencing a major multiplayer replication/RPC issue

Previously, everything was working correctly using Run on Server RPCs. Weapon equip, firing, inventory interactions, and crafting were all functioning properly in multiplayer.

However, suddenly all systems that rely on Run on Server stopped working correctly.

This is not just a weapon issue. The problem affects:

  • Weapon equip logic

  • Aim state

  • Inventory interactions

  • Crafting system

Details:

  • The RPCs are defined in the Character Blueprint.

  • They are triggered from components (e.g., inventory/weapon components).

  • The Run on Server events execute.

  • The weapon can still fire.

  • Equip animation plays on the client.

  • However, the client does not transition into the correct animation state (stays in idle pose).

  • The client cannot aim.

  • Inventory and crafting logic also fail to update properly on the client side.

From the server’s perspective, everything looks correct:

  • The client appears to equip the weapon properly.

  • The client appears to aim correctly.

  • State changes seem valid.

But on the client’s own screen, the character does not enter the proper state (e.g., weapon holding/aim pose), and other systems relying on Run on Server behave incorrectly.

If I change the logic to Multicast, everything works again — but this was not necessary before, and I don’t want to rely on Multicast for logic that should be handled with proper Server RPC + replication.

What makes this more confusing is that this was previously working without any issues. Multiple systems breaking at the same time suggests something fundamental related to:

  • Ownership

  • RPC routing

  • Possession

  • Replication settings

Has anyone experienced a situation where Run on Server RPCs execute, but the owning client does not update its local state/animations correctly?

i explained the solution here. if anyone occurs the same problem, look at this topic. have a good day.