Replicating player character rotation

Hi everyone,
I’m trying for so long to replicate the character rotation on the server and on the client.
The goal is to press SHIFT and rotate the character without the other client/server to see it.
So if I’m rotating the server, the client shouldn’t see it, and vice versa with the client rotate and the server should’nt be able to see.
So the rotation should be locally.

Currently, I tried using RPCs, but the server always rotate on both the client and the server.
The client rotates locally and the server can’t see that.

The MACRO is in hold position hold just a replicated bool that I’m setting on and off using SHIFT input button.
The GetActorsUnderCursorOnHit function doesn’t hold any outside variable, it’s pure as possible.
Just returning the location of the mouse when it hits the ground.

I’m struggling now for few days, can’t achieve what I’m looking for.

I need this logic to work, in the PlayerController or anywhere else, but using the default options of UE like SetControlRotation can’t work.
I’m using a different PlayerPawn and spawning and possesing with AIController the actual player character.

Hope someone can give me a lead here, really confused here.