I gather that what you’re trying to do is play an animation for potentially all clients to see when Client X does an action.
What I do when client X does an action is to call a Server RPC which then Multicast that action to all clients.
something along these lines:
ServerRPC_PickupItemAnimation_Implementation()
{
Multicast_PickupItemAnimation()
}
...
Multicast_PickupItemAnimation()
{
AnimInstance->PlayAnim(...)
}
Same logic applies to blueprints. Server does not have to know about animations.
You also don’t have to pass around a reference from client to server about who does what, it knows from which specific actor instance the RPC was called.
Hope this helps.