RPC function vs RoleAuthority check?

bEnabled is not a variable to be changed for everyone. If I activate my weapon, only my weapon->isEnabled must be actived, not everyone’s.

So putting it on a logic perspective, I’ve made a SERVER-RPC call in the Weapon class, in a manner that only the server will set the variable on the owning client:

Result:

the ServerRPC function doesn’t get called, because I see that the DebugMessage put inside that function is not called.
I see the one inside the Enable() function, but not the one in the RPC function.

[ignore the attachement image below]