As a client, if you get a replicated FActiveGameplayEffect with a valid prediction key on it, you check to see if you have an ActiveGameplayEffect with that same key, if there is match, we do not apply the 'on applied' type of logic, e.g., GameplayCues. The solves the "Redo" problem. However we will have 2 of the 'same' GameplayEffects in our ActiveGameplayEffects container, temporarily: