Yay, more network replication questions . I’ve been searching around and trying different things, but I can’t figure this one out. In my code I have a custom Actor setup that has a blueprint event for if the player clicks on it. My problem is, how do I get that event to only fire for the player that clicked on the Actor or how do I get the client to react knowing that it was the one who instigated the event instead of one of the other clients? I was thinking maybe checking against the client index for who instigated the event, but I don’t see a way to retrieve the client’s own network index. I’ve tried checking authority, but all clients have the same authority since this is a dedicated server setup.