How to make the client move actors owned by the server?

I need some help, I’m working on a boardgame and when I move the pieces (owned by the server) they move for the client, but not the opposite.

I found this workaround: Client to server replication in blueprints - Multiplayer & Networking - Unreal Engine Forums

Then I moved some functions to the player controller, but I have some functions that call other functions and the logic is all on the board blueprint. When one function that is set to run on the server calls other functions (on the board) or other things like turn on physics (for the pieces to fall) only work when the server makes the move.

I don’t know if I’m clear enough but I need the most simple way I could make this work, that is: Move pieces owned by the server to be moved by the client.

Thanks in advance for helping!

In the controller you need to call whatever causes the movement wich in turn does nothing else but call a Run on Server Event to make the actual movement happen (This is also where you would check for valid movement to prevent cheating), you need to make sure all your pieces are flagged as replicate and replicate movement for this to work though, in some cases it can also help to try multicasting the movement (this only works by calling it from the server though)