SetActorHiddenInGame() - Replicated

I have an actor in the world - i interract with this actor at client level.

Inside the actors script (Interract_Implementation) - I run a server RPC to add this item to my inventory (Character class) as well Destroy the actor.

I’m trying to replicate said functionality to a new actor base - however this actor is spawned FROM the playercharacter class.

I interract with the newly spawned actor as client. I run Server RPC inside the new actor script that runs a timer. When timer has lapsed, i want to SetActorHiddenInGame(true), AddToInventory().

This for the life of me wont work. I can do the same functionality on a static placed actor (from editor developer) but not from a spawned actor. I’m safelocking the AddToInventory() by having a if(HasAuthority()) branch in front of the code - the STATIC placed actor works as said before - but not the spawned actor from CharacterClass.

At first i thought this was an ownership problem, but when i spawn this actor into the world, i cannot change ownership to itself… i get errors doing so (Ownership loop).

Suggestions?

This turned out to be an approach flaw - i was spawning this actor in multicast - so 2 instances were being spawned per player screen… switching the spawn to SERVER RPC solved the trick.