Quick answer: Mark the function Server, Reliable, WithValidation, ensure the client owns the actor (pawn or player-controller-owned), and implement the _Validate and _Implementation halves.
If a Server RPC fires on the client but nothing happens on the server, the usual cause is ownership: clients can only run Server RPCs on actors they own. Here is how to set ownership and the RPC up correctly.
How to fix it
1. Call on an owned actor
Server RPCs are dropped unless the invoking client owns the actor. Put the RPC on the player's pawn or PlayerController, or on an actor whose Owner is set to the player's controller, so the client has authority to send it.
2. Declare the RPC correctly
Use UFUNCTION(Server, Reliable, WithValidation) and implement both _Validate (return true to allow) and _Implementation (the actual logic). A missing _Validate when WithValidation is set fails to compile or runs nothing.
3. Confirm replication is enabled
The actor needs bReplicates = true and a valid net connection. On a standalone or listen-server-only test path the call may appear to work locally but does nothing once a real client tries it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.