The point is there’s no enough documentation about Networking.
Speaking about videos, on YouTube there is ONLY one playlist about Networking.
Speaking about Unreal Documentation, yes they speak about the basic things of multiplayer… but doubts constantly come to my head.
Other than the ShooterGame, there’s no more precious source for learning UE4 + Networking in C++.
Anyway,
Look at this:

When I jump, both the DebugMessage gets printed on both the client and the server windows.
Even if I change the RPC call to be a ServerRPC instead of a ClientRPC…** same things happen.
**
Is that a problem related to the AddOnScreenDebugMessage()???