[UNET] Spawn object on server BUT delete on your client

I have a Game Object that I instantiate on a client and spawn on the server.
Is there a way to then immediately remove it from the client that spawned it?
I have tried using ‘Destroy()’ but it seems to destroy it from the networked clients (which is weird)

If i try disabling the attached renderers to make it ‘invisible’, it still appears:
72733-networkflashvisible.png

Here is the code that accesses the object:

[Command]
    void CmdMuzzleFlashing()
    {
        Transform networkFlash = null;
        // Network flash
        networkFlash = Instantiate(muzzleFlash, flashPointNetwork.transform.position, flashPointNetwork.transform.rotation) as Transform;
        networkFlash.name = "Network Flash";
        // Spawn networked flash (local one is only for local)
        networkFlash.GetComponent<ServerSpawnObject>().SpawnObject(networkFlash, "Network Flash");
        // Disable the network flash components
        if (gun.isRaycast)
            ClientDisableFlash(networkFlash); // Disables the flash on the client
    }

ServerSpawnObject.SpawnObject() just parents the flash to the first parameter, then renames to second, and finally runs NetworkServer.Spawn().

ClientDisableFlash:

[Client]
    void ClientDisableFlash(Transform networkFlash)
    {
        networkFlash.gameObject.GetComponent<EllipsoidParticleEmitter>().enabled = false;
        networkFlash.gameObject.GetComponent<ParticleRenderer>().enabled = false;
    }

Any help would be greatly appreciated!
Thanks!

Did you ever figure this out? I’m trying to solve the same exact problem now…!