Is this Multiplayer movement logic correct?

Ok super geniuses! Riddle me this!?

Using a “Character” blueprint and character movement, I have come to a hitch, and I’m sure there’s a simple workaround.

I need to adjust my capsule height on my players for crouching. Obviously the server executes it fine, but the clients have 2 options.

  1. Call it locally AND on the server (for replication) which for some reason results in the character “doubling” the action because the server side action also applies to them.

OR

  1. Call it on the server and wait for the awful delay before the action happens on the client.

Is there something I’m missing in regards to replication where I can say “hey, if it’s the client that called this command, don’t update them again” ??