A client can only call server RPCs on actors that client is the “Net Owner” of. This usually means Player Controller and Pawn/Character.
Add a Server Event to your player controller that calls your Gamestate event.
Also, it looks like you’ve got the events the wrong way round in Gamestate ce_ChangeSelection. Your calling the server RPC on the server (Authority) and the multicast if remote (this will have no affect)
Almost there. You need to make onclicked_event_0 call a server RPC inside Player Controller. Then make that server RPC call the method on Gamestate. Does that make sense?
Basically in multiplayer the only thing a client can do is call server RPCs defined inside their own player controller / pawn.