Possession in a multiplayer replicated scenario

I have been working with possession and have tried to use it in a multiplayer game without a dedicated server and 2 players. I set up a level with 4 characters and created a pawn which has a flying pawn component in it. I then created a widget and put 4 buttons which each execute an event in the game mode which executes an event in the character pawn to possess the character which was specified by the buttons widget. In the level blueprint, on begin play, the widget is created and has variables in it set to each character which are in the level. However when I run the game, I click on a button on the server and it does nothing but it hides the widget as if it has worked, same thing happens on the client. I believe this is something in the possession events and I am not sure where it is within the events that is causing it to not work.