What's the proper way to reference and destroy gameplay cue notify actors?

What happens seem to be related to the order in which the client receives the message for the cue.

LogTemp: Warning: GameplayCueNotify_Actor::OnExecute_Implementation
LogTemp: Warning: GameplayCueNotify_Actor::GameplayCuePendingRemove
LogTemp: Warning: GameplayCueNotify_Actor::GameplayCueFinishedCallback
LogTemp: Warning: GameplayCueNotify_Actor::Recycle
LogTemp: Warning: GameplayCueNotify_Actor::SetOwner : null
LogTemp: Warning: GameplayCueNotify_Actor::SetOwner : not null
LogTemp: Warning: GameplayCueNotify_Actor::ReuseAfterRecycle
LogTemp: Warning: GameplayCueNotify_Actor::OnExecute_Implementation

The cue is recycled allright and hidden when we receive UGameplayCueManager::NotifyGameplayCueActorFinished() , but then another “execute” message comes in and calls UGameplayCueManager::GetInstancedCueActor that reactivate the object. (which then never gets destroyed)

Still not sure how to handle that.

In a perfect scenario I woulnd want the server to tell the client to execute a cue, that seem like a waste of bandwidth. But even with Minimal networking it seems that the cues are always sent.

Any tips ?