replication issue

I have a bomb actor bp, and it spawns in game through level BP, it replacates fine, an actor then walks up to it and it attaches to them and replicates fine, the actor then passes a trigger box and its destroyed and then respawns fine, however after its respwaned and a it attaches to a character a second time it only attaches on the sever side and not client side, hows it working first time but not a second time if its the same code… I’m baffled

I don’t think that you can call RPC from a level blueprint. To call a server function from client, you need to call it from player controller or pawn for example.
Your bomb spawns the first time only because it is called on begin play for everyone, and one of the instances happens to be the actual server.
You should also remove the run on server call from begin play and use only the multicast, because you want to call the multicast only once from the server.
If the RPC actually worked in the level BP as you have written it, then you would get as many copies of the bomb as num players for each client. That is because every connected player would call the multicast through the server which would spawn the bomb for everyone.