Are replicated events called locally first?

Hi there, I’ve got a general question about networking and event/variable replication.

I want to update an actor’s location via an event, and I want it to be replicated to everybody else. I’m currently running this code:

I’m doing it this way because I don’t want there to be latency locally. That is: If I teleport, I shouldn’t have to wait for the server to tell me (and everybody else) that I’ve teleported.

But I began to wonder, is this code redundant? Does the Server function truly replicate in that it occurs locally and then on the server? Could I instead have the following code:

If this is the case, does that mean that the server knows to not send updates to the client that called a server replicated event in the first place?

and does that mean that a chain like this is called locally immediately and then the other clients fire their own bullets after some ping time?

Thanks in advance!

Hi, is there anything I can do to improve this question? I feel like this should be fairly easy to answer for those with a full understanding of how UE4 does its networking.