Binding event to level blueprint doesn't work for clients

Sup. So I’ve got a multi player game with guys running around. They can enable a Post Process Volume to see through walls (Tom Looman’s materials - objects are rendered with a custom depth for it to work) but to disable the effect I disable the post process volume. The only way I can do it is through trying to bind the event through a dispatcher like the ue4 document says to do because it’s a level blueprint and can’t access it any other way. The problem is it works fine for the server but doesn’t even fire for the client. I’ve tried replicating it (which I shouldn’t have to because it’s not really important for the server to control it) but still doesn’t work. Is there a way to do it other than this? Like disabling custom depth during play or something?

I can enable or disable the Post Process Volume on Event Begin Play in the Level blueprint which works for everyone, but the binding and calling doesn’t work for clients.

OK so I can’t figure out why Clients can’t Bind/Assign events, but I figured a way around to the effect I wanted. Set the character to a variable for the Player Controller, and set Render Custom Depth (target is the Primitive Component of the Character, the root of the Character Pawn, had to figure that one out…) to whether the Character is able to see through walls.

Actually this still isn’t right, as the player can still see themselves.