Im having a bit of an issue with replication. I made a coin that will follow the player when the player gets close enough to it, until it reaches the player, and is then destroyed and adds a score to the player. This functions well, however it does not work when spawning it. Im trying to make a chest actor that spawns a coin (through a component). The coin is spawned only on the one client which interacts with it (interacting is done through a bpi, where when the player hits E, it sends the event to all chests overlapping the player (they have a box overlap), and the drop event is called). The drop event is not replicated, and simply says where the coin should spawn, which is then passed to the next event, which is a multicast, and actually spawns the coin, which has replicates ticked. Ive also attached a video showing this. any help would be much appreciated
Chest component spawning;
Chest component settings:

Player interface function:
Chest function:

Chest settings:

Coin settings:
