Maybe you could send the data through an RPC call and send the PRC ID of the client as well? I think if you send the NetworkMultiplayerPeer unique ID, you could then identify which player it was.
The harder part might be calculating which specific player it was on the client side. You could potentially have the server send a dictionary of client IDs (with the relevant client data as values, like the client name for example) and then have each client use that dictionary when processing the RPC call. Then it could use the dictionary to tell which specific player it was.
I have not tried much networking though, so please take this all with a grain of salt :smile: