Spawn Player for Multiplayer Top-Down

About seperated actors, like an enemy for example.
A UserWidget is local owning client only.
In that case, I have a UserWidget component attached to the enemy character BP.
That user widget, visible when this enemy get damaged using the AnyDamage event which is only server.

So the result is that only the server can see that widget. But I want only the local player to see that widget.

The owner is the enemy character, which has it’s own AI controller of course. So how I supposed to display only to the local player?
At the end I would have every single code located on the PC which is owful.
The logic says that if it runs on the server, like native damage event, how does the clients show possible recieve that events also ?

I can’t figure out the logic that Epic decided to take with this replication rules. So confusing and some much work just to show or hide things.