Network Playerstates are Desynced: Custom Damage Script

Hello All,
I’ve decided to do my own apply damage function for my network project so that i could include my own damage types. I’m doing this through blueprint interfaces to communicate from the DamageCausingVolume to the NetworkPlayerState which stores my players health information. However, there seems to be a desync between my player’s player state reference and the servers player state reference by 1 to 2 inputs.

Below are the function calls:
DamageCausingVolume

ServerSideController

NetworkPlayerState

ClientSideController

The GetHealth Function is a blueprint interface which has a simple return of the health variable stored on the networkplayerstate.

Any advice would be appreciated!