Hey @JeFrYx,
Unfortunately AMonster does implement AbilitySystemInterface, and it has an AbilitySystemComponent. All of this seemed to work, prior to setting up multiplayer/replication.
The odd thing is, the AI versions of AMonster are able to execute that same function above through their Behavior Trees and it activates the ability just fine.
The situation when it doesn’t work, is when I try and execute it through my player controller after receiving input. Do you happen to know anything else I can check? Does it have something to do with the UFUNCTION declarations possibly?
Thanks!