Accessing owner of PlayerState on multiplayer client

I’d rather not poll in tick if possible.

What you said about a delegate inside PlayerState that triggers a function on Pawn is what I’m requesting, if I’m understanding you correctly. The problem is you can’t trigger anything on a Pawn that you know nothing about. I suppose I could do something like add a variable to PlayerState that points to the Pawn, and initialize it on initial replication… but that is starting to get convoluted.

After pondering it some more, I think the solution in this particular instance is to simply move the variable to Pawn and replicate it there. PlayerState seems better suited for global information you’d display on a scoreboard – not information specific to the pawn.