Unfortunately, “Tear Off” does nothing because the Actors are never replicated in the first place. They’re just ordinary non-replicated Actors placed throughout the level. A separate network event does arrive (via the level blueprint) which instructs them all to delete themselves. I can confirm this event arrives successfully (it prints a message). Deletion succeeds on the server, but fails on the client, because it seems it’s impossible for clients to delete ordinary non-replicated Actors placed in a level…