# Can't Destroy actors in "Run on Owning Client"

**URL:** <https://forums.unrealengine.com/t/cant-destroy-actors-in-run-on-owning-client/540700>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 27, 2022, 2:43am UTC](https://forums.unrealengine.com/t/cant-destroy-actors-in-run-on-owning-client/540700 "2022-04-27T02:43:03Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![isikdev](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/isikdev/32/991020_2.png) [@isikdev](https://forums.unrealengine.com/u/isikdev)\
**Post date:** [April 27, 2022, 3:00am UTC](https://forums.unrealengine.com/t/cant-destroy-actors-in-run-on-owning-client/540700/2 "2022-04-27T03:00:01Z")

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Try setting the “Replicates” setting off before destroying the actor. Not really the best way to do it but might work. Idk, its 6 AM why am I in the forums. 😅

Check these out:

> [@Pass Client Variable to Server?](https://forums.unrealengine.com/t/pass-client-variable-to-server/97485):
>
> Hi I’ve posted this same question on the help site but it hasn’t been getting any views so I figured here is a better spot to ask. All I’m trying to do is get the client to update the rendertext for all other clients. So far only the server can do it. This is the question: I have a 3D widget that I type stuff into. The stuff I type triggers this event here on another BP and sets a render text to show what I typed via the server for all clients to see. what happens is the text does not ge…

> [@Destroy an actor per client?](https://forums.unrealengine.com/t/destroy-an-actor-per-client/441186):
>
> Hello all and have a good year ! slight_smile I have a question : How to destroy an actor per client on a dedicated server ? I mean when THIS player (thirdpersoncharacter) destroy a specified actor (With Overlap), it’s not destruct for others. I’ve test a lot of solution with custom events but i definitely don’t find … Thanks you very much !

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