Passing struct parameter in RPC as parent type loses original type


I was trying to make damage work in multiplayer and I thought to pass in the FDamageEvent struct over RPC. Thing is, when my struct reaches the client I find that it loses its original type. To overcome this, I made three different functions that take all the different struct types. I was wondering if there’s any way to work around this redundancy?

I don’t know if I explained my problem clearly enough, so I attached a picture to better see things.