Calling a BPI only for the owning player/pawn?

I’m trying to wrap my head around the logic here…

So, I have a blueprint interface within my PLAYER


blueprint, it gets called… and since it’s a multiplayer game, ever other player blueprint also triggers the BPI event, but i only want the client that called the event to actually trigger it…

so right now, each time a player gets out of a vehicle, (and repossess the player blueprint) my possess me please event fires, but i only want it to fire for the player that did it, right now it fires on every player in the game…

wondering how this would work, thanks !

You want the server to handling possession. Personally I do all of my possession in the Game mode.

Player interacts w/vehicle → BPI check (does implement interface) → True: Call Server Event.
Server Event [run on server] Server traces → BPI check (does implement interface) → True: Handle Player → Vehicle Pawn possession.

Vehicle exit would just be the reverse without the traces and BPI check. Game mode event handles possession swap.