Player Character BP.
Server RPC sets character rotation speed. That Event then calls another RPC for the owning client with a rotation speed passed through.
Player attacks, first RPC is called slowing rotation to 50. After a delay another RPC is called to return the rotation speed to the original 500.
BUG: The value returns as 49.99 or 130.99 on the ‘Owning Client’ RPC.
EDIT: I split the rotator and only passed the Z value. That passed properly… It seems like a bug relating to the rotator variable going through the RPC from the server back to the client via multicast or owning client replication condition.