Problem with multiplayer damage when health is stored in player controller

Ok, Here is the damage logic

Input & event call
Fire Input

Line Trace logic & apply damage node

On any Damage node & event call

Going back through my code, i noticed on the event where im calling the client to update its health on player controller i was calling it on server as well, ive changed that to run on client

and i get some slightly different behaviour now.

(I’m Controlling Client 1, Bottom right)

It now does damage to a client but also still does damge to the Host. So doing damge to client 2 will do that same damage to host, but doing damge to host wont do damge to either Client. When Host already has damage done. When moving to damage Client 2, clients 2 will jump to same health value as Host once damaged.

I’ve also turned off the player controller replicates

on or off, this doesn’t seem to change behaviour