[Help] Server to client rpc

Hello, Ive a question about server → client rpc.

When I call from the server the SetMesh function on the actor, Its mesh isnt set to something else.
But when I change the function to a multicast it works,

According to the documentation about rpc calls, A client rpc is called by the server and executed on the client.
But why isnt this working then?

.cpp

// public
    void APickupItem::SetMesh(UStaticMesh * Mesh)
    {
    	if (HasAuthority()) {
                STMeshComp->SetStaticMesh(Mesh);
    		Client_SetStaticMesh(Mesh);
    	}
    }

// private
    void APickupItem::Client_SetStaticMesh_Implementation(UStaticMesh * Mesh)
    {
    	STMeshComp->SetStaticMesh(Mesh);
    }