Create camera actor and set view target networked

Every time the player hits the m key (through character blueprint) another actor with a camera component spawns at a predetermined location and sets the view target of the player who spawned it to itself as well as consuming input for moving the camera around.

pressing m again triggers an event within the camera actor, playing an emitter, removing mouse cursor and resetting the view target back to the player character before destroying the actor.

Right now I can get both the server and the client to properly spawn the camera actor for all clients as well as movement. However only the server gets their view and input consumed as well as only being able to properly destroy the actor.

Is this a problem with trying to get the client player controller? I’ve read that player state is the networked version of player controller but I’ve had a hard time looking up exactly why. Regardless most nodes don’t even accept it over the standard player controller in any case.

pics: big messy images
If somebody can tell me how to use the node anchor points too that would be great, I cant look up how to get them to straighten out my lines.

inside the player character blueprint

inside the camera bp ( not shown: movement )
Every time the camera is created the map is updated and it plays a particle effect. Probably not relevant as it works fine.