Clients destroying a gameObject over the network owned by the server

Is there a way to let a client BoltNetwork.Destroy() a gameObject they don't own?

I've tried having the client tell the server to destroy the object through something like a state.Tag or a trigger state but nothing goes through. Only the owner of the object was able to change the state.Tag or call a trigger state.

There's probably a really simple way to do this that I'm just not seeing.

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