Disable ownership check to send Server RPCs

If the server spawns a replicated actor, I’m unable to send a server RPC from the client using that actor. I get the following warning:

UNetDriver::ProcessRemoteFunction: No owning connection for actor . Function ServerAdd will not be processed.

I understand that the RPC is dropped because the actor has no owner. Currently, I’m working around this by relaying the RPC through the PlayerController, but I’d really prefer to avoid this pattern.

Is there a way to disable the ownership check when sending a server RPC?
For example, in Unity with FishNet, we can simply set RequireOwnership = false on a Server RPC to allow this behavior.

If Unreal Engine 5 doesn’t support this out of the box, is it possible to modify the engine source to allow it?
I’ve already tried tweaking void UNetDriver::ProcessRemoteFunction(...), but haven’t had any success so far.

Any pointers or insights would be appreciated!

Don’t try sending RPC’s on actors your client proxy doesn’t own. RPC your “Server Proxy” and have it call the event on the actor. This works just like all multiplayer interaction set ups.

Server technically owns everything even if “Owner” is null.

You interact, if successful call the server to interact. If the server is successful, execute the action.