Ownership flow assistance

Ok guys. Got a bit of a doozie here. I’ve got these minigames that I purchased off the Fab Store that I’m trying to use in a Multiplayer game project. I’ve spent months trying to get them to work and up until recently ran into dead end after dead end. I didn’t have the best understanding of replication and ownership until recently, but I’m still not quite getting it to work. Here’s the breakdown:

The Minigames have a base BP that handles setting the material for the screen, handling input and triggering the minigame to start. Then has 5 different minigames, each with their own BP that’s a child from the base. When pressing the input key, it triggers a blank event called “Force Action” from the Parent BP to the children. What I’m coming to understand is that there’s a ton of mix-up of ownership happening here. The BPs are obviously owned by the server, but the inputs are by the client. Once the minigame is completed, its suppoed so fire off an event dispatcher to a light that turns on to signify the game has been completed (which is also owned by the server). Because of this, the client can’t properly call an RPC to the server to then run a Rep Notify to have all the players see the light switch on.

I have tried to use an Event Interact interface to trigger the game to start and give ownership to the server, but in doing that, the client can’t see the mini game start (only the server player does), unless I set the force action to Multicast, but then there’s ownership to both the client and server (I think, according to print strings I set up at least). The other problem is there’s a movement component to the games, so when i try to use the movement keys, those are being fired from the client. I tried to set up an interface to trigger those via the arrow keys and the player controller, but they’re not working quite right

What am I missing here? Am I overcomplicating something here, or is there just too much jumping around between blueprints for this to work properly?