# ActorComponent GetOwner() returns wrong character on clients (owners appear swapped)

**URL:** <https://forums.unrealengine.com/t/actorcomponent-getowner-returns-wrong-character-on-clients-owners-appear-swapped/2702929>\
**Category:** Programming & Scripting\
**Tags:** Replication, unreal-engine, Multiplayer, Blueprint, question\
**Created:** [February 28, 2026, 9:00pm UTC](https://forums.unrealengine.com/t/actorcomponent-getowner-returns-wrong-character-on-clients-owners-appear-swapped/2702929 "2026-02-28T21:00:19Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:34am UTC](https://forums.unrealengine.com/t/actorcomponent-getowner-returns-wrong-character-on-clients-owners-appear-swapped/2702929/5 "2026-03-02T01:34:30Z")

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Not only inventory, with everything i have this problem. for example can you check my latest question? that was working before, like inventory thing.

I made a replications thing before so i know the basics, i will call run on server first, multicast should be called from inside from it sdr. but deeply, i don’t know why these things stop working all of sudden

> [@Replicated Actor reference inside replicated Character Component is always NULL on client](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100):
>
> Hi, I’m having a replication issue in UE5 and I’m stuck for two days. This used to work in my older systems but now it doesn’t. Setup I have a Character. Inside the Character, I have a default Blueprint Actor Component called CraftingComponent. The component has: Component Replicates = true The Character: Replicates = true Inside the component: I call a RunOnServer event. On the server, I SpawnActor (Building actor). The spawned actor: Replicates = true Clients…

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