Issue with replicating bullets from client to server

So I have made a top-down shooter, I have the rotation working on the client and server, but when I shoot on the client, the bullet goes in the direction that the server is facing.

From this I drew the conclusion that what I was running on the server from the client was using the server’s pawn for location and rotation values etc.

My question is: How can I get these values on the client and then create a bullet on the server using this transform value?

(I can take screenshots/videos of how the game is running right now to show the issue if needed)

The node that is executing on the server that you want to be running on the client is the “Get Hit Result under cursor”

You need to run that node on the client, and then the rest can run on the server.

easiest way to get get it set up:

click/drag from the “Find Look at Rotation” Target input to the red SRV_FireBullet node. It will “add pin to node”.

this will create an input pin on the blue SRV_FireBullet node

now connect the Break Hit Result->Location to the new input of the blue SRV_FireBullet node.

It helps to separate out into comment blocks the sections of code that are running on the server vs running on the client. Colorizing the blocks consistently is handy for quick perusal, too.

Remember that the ‘pure’ nodes (those without execution pins) don’t execute until its output is needed by a node with an execution pin. If multiple execution nodes are connected to the same pure node, it will execute multiple times - once for each! If that execution node is on the server, it will execute on the server!

Victor’s solution worked perfectly, here’s my updated graph for those who come to this thread with my problem.