Is there any way to use "Rotation Follows Velocity" in Multiplayer Game?

Velocity is not replicated from sv to client, so i think u cant use Replicated Actor to perform this Rotate follow velocity. Instead of that, u can use the Combine func Run on Server + Multicast to spawn the Arrow on All Server and clients, and make sure the arrow does not replicated. And when the Arrow collide with something, u can check if that arrow is on server → do your logic here. That is my solution for this.