Run on server does not work on Dedicated server?

I have a Run on server function in my weapon blueprint that is supposed to run apply damage event. It works fine when one of players is host but on a dedicated server it doesn’t work. In debug mode on dedicated server it looks as if only client would run blueprint while on non-dedicated server both client and server run function? I am unsure if this is a bug or just me missing something in way replication works on dedicated servers. What makes me suspicious of a bug is fact that it works every once in a while as intended but not always.

Hi, I have menage to resolve this by moving apply damage event to my character blueprint and using run on server there.

Without seeing project, my guess is that this is an ownership problem. Since Run On Server RPCs can only be called by Client on an actor owned by Client (such as player’s Character BP), weapon’s ownership might be set differently in a dedicated server scenario than it is in a listen server scenario and that’s probably why it isn’t firing on Server. Again, it’s just a guess, but you should be able to avoid this issue entirely by running your RoS RPCs in Character, Controller, or Player State BPs (as appropriate for situation).