No, you just have to make sure that the Blueprint class is executed on the client. Controller inputs on the server make no sense. When you start a network game in Unreal, some blueprint classes are split up. Some then only run on the server, some only on the client and some on both. You can see this with a PrintString. You then have functions such as “Has authority” and “Is locally controlled” to control this.
Think about what it would look like in reality with a build. A player then only runs your game once on a PC. But during development you have client and server on one PC. Maybe even two or more clients. You may have to create two paths. One for development and testing and one for actual use. But that depends on the game. In Fifa, all controllers are listed and you can select a team by pressing left or right. In Street Fighter you have to press a button and then the controller is assigned to the player. I don’t know how it is in your game.