Networking: Blueprint RPC fires twice

You are probably right. I’ve hacked this sequence in order to prevent the player from firing more than 1 projectile every second, regardless of whether LMB is pressed multiple times or held. In its current form it doesn’t open fire if the player starts holding LMB in an unavailable position, but I will figure that later as it’s not that important right now.

To be honest, I do not fully understand it myself. I made it before creating the event for receiving damage and assumed (perhaps incorrectly) that it was working flawlessly.

EDIT: I’ve bypassed the whole sequence but those 2 problems seem to persist.