Multiplayer: Sound after onAudioFinished plays in the middle of the map

I have a snipercharge for which I need to have a loop after the initial sound stopped playing. It does that (after a short delay for whatever reason) but the new sound plays in the middle of the map and not on the character.

AShodonCharRaidon::AShodonCharRaidon()
:Super()
{
	RaidonChargeAudioComponent->OnAudioFinished.AddDynamic(this, &AShodonCharRaidon::RaidonChargeEnd);
}

void AShodonCharRaidon::RaidonChargeEnd()
{
	ServerMulticastOnFireChargeLoopSoundEffect();
	GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("ey"));
}

void AShodonCharRaidon::MulticastOnFireChargeLoopSoundEffect_Implementation()
{
	if (this)
	{
		if (FireSound != NULL)
		{
			this->RaidonChargeLoopAudioComponent->Play();
			//GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("ey"));
			//UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
		}
	}
}


void AShodonCharRaidon::ServerMulticastOnFireChargeLoopSoundEffect_Implementation()
{
	MulticastOnFireChargeLoopSoundEffect();
}

bool AShodonCharRaidon::ServerMulticastOnFireChargeLoopSoundEffect_Validate()
{
	return true;
}

You need to make sure the audio component you’re playing on is attached to the actor you want to attach it to.