Playing sound in a multiplayer environment

Hello everyone.

I’ve implemented a pretty basic logic to play a sound whenever an actor gets destroyed, at that point it spawns a new actor.
(Mechanically it breaks a box and drops an item)
But looking around it seems to me that i have to split the logic into two events:
1- Is the event that deals with the destruction of the box and the spawn of the item, which has to be a run on server with a has authority switch.
2- is the eventa that plays the sound, and has to be a multicast.

So far this is my blueprint:

Issue is, i can hear the sound as player 1 ( aka server-listener) but not as player 2.
The rest works accordingly, if either player break the box, it works fine and drops the correct actor for both. Only the sound is not playing accordingly.

If player 2 breaks the box, and i switch to the player 1, i can hear the sound play, so it’s playing, just on serverside.

You can override Event Destroyed and start the sound at that moment.

it worked, it was just destroying the actor too fast