Server RPC Not Work In Client Widget

Hello, I’ve created a RuneInventory that extends the functionality of the inventory system to provide attributes to weapons by placing items in the inventory.
Recently, I’ve been trying to make this feature work in multiplayer.
The issue is that the Server function doesn’t seem to work on the client side.
In game, the Server has authority for this function, but on the client, it doesn’t hit the breakpoint.
I’m calling this function from a Widget, but there are no warnings like ‘No Owning Connection,’ and it just seems to be ignored without reaching the native code.

What is the cause and how to fix it?

In Short, when I call Server_TransferSlots of RuneInventory inherited Inventory from the blueprint , it gets ignored.

Here is my code

first, I Drag and Drop InventorySlot Call OnDrop, And Call Server_TransferSlots
image

And Authority is Hit Breakpoint here and Call TransferSlots, And Item Swap is Complete
But Client is Not Hit Breakpoint and Can’t Work Item Swap

CInventoryComponent.cpp

void UCInventoryComponent::Server_TransferSlots_Implementation(int32 InSourceIndex, UCInventoryComponent* InSourceInventory, int32 InDestinationIndex)
{
	TransferSlots(InSourceIndex, InSourceInventory, InDestinationIndex);
}

my other setting code is here

public:
CInventoryComponent.h

	UFUNCTION(BlueprintCallable, Reliable, Server, Category = "Slot")
		virtual void Server_TransferSlots(int32 InSourceIndex, UCInventoryComponent* InSourceInventory, int32 InDestinationIndex);
	virtual void Server_TransferSlots_Implementation(int32 InSourceIndex, UCInventoryComponent* InSourceInventory, int32 InDestinationIndex);

CRuneInventory.h

class GAME_API UCRuneInventoryComponent : public UCInventoryComponent
{
	GENERATED_BODY()
public:
	UCRuneInventoryComponent();

	virtual void TransferSlots(int32 InSourceIndex, UCInventoryComponent* InSourceInventory, int32 InDestinationIndex) override;

	virtual void MC_Update_Blueprint() override;
	UFUNCTION(BlueprintCallable)
		void AllRuneUnequip();
};

Hierarchy is Here

If it’s not sufficient, you can review the code for the inventory here.https://github.com/skacjstk/CinderGuy/blob/main/Source/Game/Components/CInventoryComponent.h