A MultiCast will never run unless the Authority/Server executes it
You can test whether Authority/Server or Remote/Client is executing it by using the node
“Switch authority” this will give you two output pins and Server/Listen client will execute Authority and all other clients will execute Remote
If your the owner of the actor you can do “Run on server” which executes from the owning client to the Server
As server you can execute “Run on owning client” or “Multicast”
If you’ve Never seen the Multiplayer Compendium it’s 10,000% the best thing you can find out there to help all the advice and tutorials make sense
On to the actual question at hand:
Make sure your weapon component is replicated if anything is happening in there that isn’t called from the character
It sounds like your using an RPC and for whatever reason it’s not passing it threw to the server to run the rest of it
A look at the how in the form of a screenshot would help us give you more specific answers
All of the following is in a Character Bp ( which each client is the Owner of )
Example of testing weather the server or the client is executing the code
The Host/Server will execute the Authority Branch because they are the server
The Clients ( player 2 if you will ) will execute Remote
Now Consider this example
Only the Server will run the multicast event
so if Player 1(Server) hits F “hello world” prints for all
if Player 2(Remote) hits F “Hello world” only prints for them
Now if we change it up a bit and use a Run on Server RPC
All Players print “Hello World” no matter who presses F
Now when we set it up this way using the Run On Owning Client
Whichever Player Presses F will get the message “I own dis”
These are some fairly simple examples here, but a little playing around with these RPCs will help you understand who can do what
Server can run “Multicast” “Run on Owning Client” and “Run on Server”
Clients can run “Run on Server” ( If they own the actor in question )
This page of the Network Compendium will help with understanding who owns what/ can access what
It all get’s a touch more complicated from there when you throw in replicate/RepNotify
And then on top of that NetRelevancy
Bonus