Only CLIENT can damage actors! (Replication/networking issue)

Hey! thanks for reading my stuff :smiley:
So i got kind of a weird problem. When testing out my game, i can only Host the game (create the session) with the client and join the session with the server. If i try to host the game with the server, it’ll automatically make the client load a level in a separate server (weird, huh?).
My blueprint for Hosting Joining is super simple. event click on host creates a session and loads a level (listen server) and event click on Join searches for session and joins the first one found. (i don’t even think it’s worth a screenshot).
Anyway that’s not my biggest issue. The problem is that this causes problems with what i think is replication (?).
By that i mean that while the client (host) can damage blocks with a simple script (event any damage decreases a health value, when Health is to 0, destroys them)

, the server is able to shoot but, while when he touches the block, the emitter (that’s supposed to spawn on hit event for the projectile) spawns, for some reason the actor ain’t destroyed.
Here’s a screenshot to my BP for my projectile.

When the Client (host) hits something, it plays Client FUCKEMUP and it destroys the actor, while when the server hits it plays directly Event FUCKEMUP and it doesn’t destroy the actor.
What’s up with that? Thanks for any help :slight_smile: