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!