Does a Character or Pawn not always has an owning connection if...?

I have a character and from it I want to run a server RPC. But if I play the client I get this message in the output log:

LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_BBS_Character_C_1. Function SR_ApplyDamage will not be processed.

I run in editor with 2 Players, one listen server, one client. I thought that the character has automatically an owning connection.
The character is set through game mode and spawns at player start.
Could this be a bug?
Does a Character or Pawn not always has an owning connection if it is set in the GameMode and spawned through PlayerStart?

I found out. The Character has an owning connection. Problem was, that the Actor that triggers the RPC was not implemented right for multiplayer so now it works.

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Characters do not have owning connection. Controllers do. The Game Mode create a controller for each connection. All characters are “Spawned”, then “Possessed” by a controller.

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