Hey Héxnite,
This works because it is now running the same code on the server and the client.
But it is not really networked. The client is making its own decision on how big the circle needs to be
And when to spawn the explosion. and not the server.
This might be a bit risky. Since it seems to be a blueprint that at some point will do damage. and then you only want the server to deal damage to avoid some de-sync issues