There is no automatic system to handle this type of situation. It’s not a good way of going about it. You are saturating the network pipeline with information. It will start dropping network packets once it runs out of bandwidth.
It would be better to sent the information from server to clients and have a timer call an event in a loop on the client.
Just like rapid fire machine guns => you would send an RPC start firing => loop would be on client, then RPC stop firing to clear the event loop.
You could periodically test is the states inside of the function line up and there is no cheating, but near tick events on network is bad practice.
If would probably best to have an enum or bool drive the state change with onrepnotify to give out information to the needed clients.
like per tick speed. is calling RPC multiple time like this gonna be a ploblem or it is somehow handled?
I’d like to note that while other answer is correct, it’s still depends on exact task on hands.
If you doing advanced gameplay, like notify clients about progress of some action - there is likely a better way than per-tick rpc.
On the other hands, if you implementing the most basic networking, like forwarding inputs to server, then per-tick rpc is a way to go. CMC is doing exactly that, though it’s unreliable rpcs, which is a big difference.