Using a widget to cause a replicated event

So I can’t figure it out or find anything online. But I’m trying to create a minigame that when completed, causes a door to open. I have it replicated from server to client but for some reason I can’t get client to server to work.


This is how I use the door blueprint


This is the component I’m using to create the widget, add it, and check to see if it was solved at all. If it was solved, it calls the hack event on the door.


and that’s the call of edited that starts the check on the component. Should I be using an event dispatcher instead of an interface from component to door?

Replication has always been fuzzy for me so any help on what they’re doing wrong. The door and component are both replicated