Look at this:

When the player takes the Pickup, the OnPickup() function is called.
I want the SERVER to manage the Pickup and edit the bIsActive variable (which determines if the pickup is visible or not)
So for that purpose I do the RoleAuthority check
AFTER I’m sure that it’s no longer the client, but it’s the server that keeps going through my function, and so calls the NetMulticasted function Tell_PickupPicked() to tell ALL the clients the pickup has been taken.
All the Tell_PickupPicked() function does is what I want it to happen ON ALL THE CLIENTS, and so: print a debug message, hide the mesh, start a rspawn timer and set it’s variable bIsActive to false.
But none of these happens.
I know my logic is extremely wrong, but help me find out why!
I feel so stupid about Networking, but not Networking in general… but with UE4 in particular.