Running strictly local blueprint logic that does not send data to server?

I am working on a UE-based platform and one of the features is to allow users to launch and interact with external applications. I created a Blueprint actor and put the logic behind On Component Begin Overlap. The logic involves creating a widget on the user’s screen (using Get Local Player Controller with ID 0 as owning player) and launching the external application.

The problem that’s been bugging me for days is that when one client interacts with said Blueprint actor, everyone (including the server and all clients) would run the logic from the On Component Begin Overlap.

How can I make it so that only the interacting player would trigger this logic? I feel like it has something to do with me putting it inside the blueprint actor, but I am not sure.

With further investigation, I learnt that while I should make the RPC call to server inside the actor blueprint, I need to make sure the actual logic is put inside the PLAYER blueprint, which fixes the problem