If I play as the Server this will function no problem.
If I play as a Client however it doesn’t trigger.
Notice that the Custom Events are actually set to ‘Replicate on Server’.
I guess it has something to do with ‘if owning client’ but I’m not really sure what this entails.
If instead I directly tie the Pressed and Released pins straight to the Print String nodes it will work for both Server and Client (but this is not desirable as I’m going to tie it with a replicated variable later on).
The below script is located in the Level Blueprint: