Why is camera lock on affecting all players?

When I go to lock on to target it affects all players, server and clients.

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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Do Lock On Target Camera Modifier", Keywords = ""), Category = "FluidCameraLite")
static void DoLockOnTargetCameraModifier(APawn* Pawn, float DeltaTime);


void UFluidCameraLiteBPLibrary::DoLockOnTargetCameraModifier(APawn* Pawn,float DeltaTime)
{
	if (Pawn == nullptr || CurrentLockOnActor == nullptr || Pawn->Controller == nullptr || !Pawn->Controller->IsLocalPlayerController())
		return;

	auto CurrentSpringArmComponent = Pawn->FindComponentByClass<USpringArmComponent>();


	if (CurrentSpringArmComponent != nullptr)
	{
		auto R = UKismetMathLibrary::FindLookAtRotation(CurrentSpringArmComponent->GetRelativeLocation(), CurrentLockOnActor->GetActorLocation());
		auto RN = FMath::Lerp(CurrentSpringArmComponent->GetRelativeRotation(), R, DeltaTime * 2 * 0.1f);
		Pawn->GetController()->SetControlRotation(RN);
	}
}