The solution was kinda simple: needed to change the logic
In order to trigger the event on server need to call in from client (person) blueprint (in my case I use event dispatcher)
Event interact server call event dispatcher in the end

In the actor you wanna share the properties make event dispatcher and bind some event to trigger the further logic
Here I also use RepNotify variable in order to start logic on every client
The result is:
client triggers the server when pressing key → server process the logic of interation → server send information about the interaction to all servers, where this logic is replicated