Server replicating to clients but not vice-versa?

I have just started trying to network in UE4, and have hit an issue.
So I have made it so that the components I want are replicated on the pawns with the set replicate node (why isn’t it just a setting?!) and when my server changes these components status’ the clients can see it, but the server (nor other clients) can see it when a client changes the components?

try using RunOnServer event when you changing the weapons.

I am sorry but I forgot to mention I am using blueprints and I cannot find that node?

make a custom event then make it RunOnServer

Thank both of you, it worked!
Could one of you please post the answer as an answer so I can accept it?