Why is replication/multiplayer such a mess?

“Attach to component” replicates to the wrong actor, however I set it to replicate.
I can’t freely replicate events from client to server, only using certain blueprints.
Sometimes actors are already destroyed right after I check their validity, so the whole point is missing.
Sometimes actors are spawned multiple times, which cause later functions to break.
Opening visual studio breaks the project so I need to restore a backup, thanks for this one.
Why is this such a mess?

No I’m not reproducing these problems, I’ve better ■■■■ to do.

id say you need to check the “owner” of the actors causing you issues… if they arent owned by the controller that should be controlling them the event may get called wrongly no matter how right you make the RPC…
when spawning an actor make sure to set the owner of it