Swap render target 2d on client (multiplayer)

I’m trying to create a security camera system in which the player can:

  1. Interact with a monitor with a key
  2. Swap the cameras in the current level by pressing the H key

In order to do so, I created cameras (actors) using SceneCaptureComponent2D in them. The monitor is just a plane to which I’ve added a dynamic material for me to put the scene captured in it.

To swap the camera I’m doing the following (player character blueprint):

And I’m doing this from the security monitor’s bp:

This approach works in the one interacting with the monitor is the listen server. The monitor displays the camera movement (the logic is somewhere else in the same blueprint) and the camera swap to see other cameras. The client sees these changes at the same time.

Problem is, if the client interacts with the monitor… only the client sees the changes. The listen server player sees nothing at all.

Any idea why?

it look like client - multicast
it should be client - server - multicast