Quick answer: Unreal Blueprint NetMulticast event running locally before replication to other clients? Multicast runs on the calling machine first - guard with Has Authority.

Server triggers a NetMulticast spawn explosion; explosion happens twice on server (once local, once 'from network').

Guard with Has Authority

if (HasAuthority()) {{ ... // server only ... }}

Skip server-side execution in multicast; let replication do the work.

Or trigger server-side from client

Client RPC -> server; server emits multicast; clients all see. Server isn't a client.

Audit multicast patterns

Each multicast has authority semantics. Document; consistent.

“Multicast events fire on the originator too. Some intentional; some bug.”

For UI VFX that you want everywhere, multicast is correct. For gameplay state changes, use Run On Server + multicast pattern explicitly.

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