yeh sorry now screen shots work.
if you mean just send the torque value to the server and let him do his work and skip rolling the ball on client side i tried this and not work.
The SwitchHasAuthority nodes don’t help there. The input is only received on the client. Just move the lines going into the SwitchHasAuthority over to the ServerMove nodes. If it doesn’t move the ball on the client then make sure you have Replicates and ReplicateMovement enabled. And if you call TorqueBall on the client then you will see jerky movement because the client and server are both controlling the ball. With a character, the movement component takes care of the synchronization. With physics actors, there is only a basic mechanism that tries to keep the client matched with the server.
This thread has some interesting info. I have made pawns that use physics and it works fine but most there agree that you should fake it yourself. IMO though, letting UE4 handle the replication is a better place to start out making your game. You can always go back and replace it with something more efficient.