Concept: Multiplayer & Authority

Camera is a local concern. Every CrimsonCamera feature runs on the locally-controlled pawn and produces a view for that one client - nothing here is server-authoritative gameplay state, so there is no replication to manage.

FeatureWhere it runsReplication
Mode stack / modesLocal view evaluationNone - each client picks its own view
Lock-onLocally-controlled pawnNone - each client locks independently; only the local control rotation changes (and that already replicates as the player's view)
Occlusion fadeLocally-controlled pawn onlyNone - a local material effect
Camera shakeOwning player's camera managerNone - affects only the controlling player
PvP
Because lockability is just a component + a team-affiliation filter task, players are lockable too. In PvP an enemy-team player passes the affiliation filter and can be locked; a friendly is filtered out. The same pipeline serves PvE and PvP with no special casing.
Don't drive gameplay from the camera
Lock-on changes the camera and the local control rotation only. If an ability needs the locked target server-side, read it on the server from your own gameplay state - don't trust a client's camera target as authoritative.