Pick and drop system in multiplayer

I made pick and drop system for multiplayer. In this for RPC I made 5 custom event

  1. Request pickup ( run on server , reliable)
  2. Serverpickup ( run on server , reliable)
  3. MC_PickupResult ( multicast , reliable)
    4 serverpickup1 ( run on server , reliable)
  4. Client pickup ( run on owing client , reliable )
    Connections are shown in image
    Pick drop logic is also there
    But problem arise here was the server and client can control each other pick drop
    That means if Server press E and client is near to object then client will pick or drop
    And vice versa.
    Please check and tell me the real cause of problem


its probably the multicast, you dont need to multicast anything here unless you’re playing animations.

all pick up logic is done on the server. if its an actor replicate it and it’ll spawn and attach on the client automatically

I remove the multicast but still my problem not solve. Server and client can control each other pickup

you shovel has a flipflop node, so first call equips and second call unequips since its all run on server. regardless of who interacted and especially since your getting all actors of class, usually once the shovel is picked up it wouldnt be interactable anymore since its equipped