Class reference gets destroyed before finished spawning Actor (which uses it in exposed variable)

I just started multiplayer blueprinting and wanted to implement pickups and weapons. I tried making a Pickup Actor that has a class reference to a PickupItem Actor (for example a Weapon). Picking up the weapon works. However, when I pick up a new weapon, I want to drop my currently equipped weapon = I want to create a new Pickup Actor with the a reference to the class of the currently equipped weapon.
On the client this all works (yes, the client), however, on the server, sometimes the dropped Pickup uses the weapon class of the item that was picked up (instead of the one that was previously equipped).

This leads me to believe it is a timing issue where the EquippedWeapon variable is being overwritten before the new Pickup Object has used the class variable of the previously EquippedWeapon (exposed on spawn).

The order I want the blueprint to go is:

  1. Spawn Pickup Object referencing EquippedWeapon class

  2. Destroy EquippedWeapon Object

  3. Spawn new Weapon Object and set EquippedWeapon

The order I believe it is going

  1. Start Spawn Pickup Object

  2. Destroy EquippedWeapon Object

  3. Spawn new Weapon Object and set EquippedWeapon

  4. Finish Spawning Pickup Object using the class of EquippedWeapon (which has already been changed)

So I have 2 questions:

  1. Can this assumption that the referenced class gets overwritten before it used in the spawning object be correct?
  2. If so, how can I force the blueprint to wait for the Actor to finish spawning before setting the new equipped weapon?

I found the error: It had nothing to do with the timing. I have a variable “Overlapping Interactable” (Interactable Object from which Pickup inherits) that is set on BeginOverlap. This was overwritten by the newly spawned pickup. So it spawned a Pickup Object on top of the Pickup Object the player was picking up and then instantly deleted it.
This answers my questions:

  1. Spawn Actor does not get called asynchronously (I read somewhere it is always on the gamethread)

  2. If so = no.

A picture says a thousand words (inside Interactable Blueprint)…