I made a new minimal project solely to demonstrate my issue. I’m having a client tell the server to move the client if a button is pressed. The thing is that the client who presses the key does not see the movement, but all the other clients (non-owning clients) can see this movement. Here’s an image to illustrate:
This is all the blueprint code for the player (The player blueprint is derived from the Pawn class and contains nothing but a static mesh and a camera):
Oh and I should mention that the “ServerMove” event is in fact a “RELIABLE Run On Server” event, the event node doesn’t update properly to display this. But as you can see when the event is called the proper information displays.
And this is the startup logic in the Gamemode blueprint (this blueprint also sets the Player blueprint as “Default Pawn”):