Physics Thruster on player blueprint doesn't update for client

I have a blueprint of a spaceship that includes a RotatingMovementComponent and PhysicsThrusterComponent set up to allow the player to pilot the spaceship around the level. The script that updates the thruster looks like this:

This works in a single-player game, and it works when the player is the one marked “Server”, but it doesn’t work for multiplayer clients. The ship just drives forward constantly and ignores user input.

I get a similar problem with the RotatingMovementComponent, which is updated in pretty much the same way. I can steer the spaceship when the player is the one marked “Server”. When client spaceships try to turn, the ship’s rotation updates on their screen, but other players still see the original direction and the ship still moves as though it hadn’t turned.

How can I make the replication system use client-supplied values for my RotatingMovementComponent and PhysicsThrusterComponent, and ideally also the position and rotation of the spaceship?

Just make 2 differents customs events : one on multicast, the second on Run on server parameter (in details panel)
Bring your variables in all of the events and put you Input on the base of the customs events:

Input—> Custom event Multicast
Custom Event Multicast —> Custom Event Run On server
Custom event Run on server —> Your code (Physics thrusters)

Make sure you have put your variables on replicated and i think it will work.