Spawn Player for Multiplayer Top-Down

Well, tried that here:

The result was it spawned only twice, one for each player, BUT only on the server.
The client didn’t saw the spawn effect.

This event is called on the BeginPlay of the character and the declaration also in the same BP characer.

Using OwningClient RPC with HasAuth: Not visible at all on both of them.
Using OwningClient RPC w/o HasAuth: Fire twice only the client see.

Using RunOnServer RPC with HasAuth: Once on the server, twice on the client.

Using Multicast RPC without HasAuth: The closest - Once for server (both can see), twice for client (both can see).

Then only place that works perfect is to call that same event just from the PC to the player character BP. without any RPC and NOT replicating the variable of the niagara system.

Edit:
Finally got it to work as I wanted. You were right, just calling HasAuth before starting the effect and that worked perfectly. Didn’t got it at the start, needed to learn a bit more.