Server rotation in -180 to 180 range, while client is 0 to 360

Server function is called

void AKoreChar::SERVER_ChangeFacing_Implementation(FVector inVec)
{
	Capsule->SetRelativeRotation(FRotationMatrix::MakeFromZX(Capsule->GetComponentLocation(), inVec).ToQuat());
	Controller->SetControlRotation(Capsule->GetComponentRotation());
	pawnCR = Controller->GetControlRotation();
	pawnFacing = Capsule->RelativeRotation;
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Magenta, FString::Printf(TEXT("Cell: %s"), *pawnFacing.ToString()));
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Magenta, FString::Printf(TEXT("Cell: %s"), *pawnCR.ToString()));
	CLIENT_displayROTATIONS(pawnFacing, pawnCR);
}

Prints to screen the magenta values in the image, then Client print is called using same values

void AKoreChar::CLIENT_displayROTATIONS_Implementation(FRotator inCap, FRotator inCR)
{
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Cell: %s"), *inCap.ToString()));
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Cell: %s"), *inCR.ToString()));
}

Shows values exist in a different range in Cyan colors in the image.

117291-replication2.jpg

I found this link that seems to talk about a similar situation. But it’s suggested that the delta rotator BP node is the culprit, whereas I’m just sending these FRotators through a client function and it is still occurring

Turning bAbsoluteRotation = true solved the problem for my situation.