You need to replicate your variable status.
Since you don’t a walkthrough, to completely understand what’s going on, there’s some information here:
You might want to be careful on what you want to do. If you’re willing for the client to notify the server the isSwinging changed, you want a RPC function with these properties:
UFUNCTION(Server, Reliable, WithValidation)
If the server is aware and you want every single player out there to know this changed, use a Multicast:
UFUNCTION(NetMulticast, Reliable)
If you want that that just a specific client get information about this update, you probably want a:
UFUNCTION(Server, Reliable, WithValidation)
With the provided documentation, you probably will have the necessary information. If you’re stuck, ask again and I’ll try my best to help
Oh, please, report back if you were successful - I’d love to hear back from you
Cheers!