Quick answer: Unreal Blueprint Array Shuffle producing different results on multiplayer clients? Default uses global random; not deterministic - use a seeded random stream.
Random loot order; server vs client see different orders.
Use FRandomStream
FRandomStream Stream(12345);
Array.Sort(...);Seeded; reproducible across machines.
Or hash-seed by game state
Seed from game ID; same seed = same order.
Replicate the seed
Server picks seed; replicates; clients use same seed. Order matches.
“Random isn't deterministic by default. Multiplayer needs seeding.”
If your game uses random in network-relevant code, the seed propagation is mandatory.