Thank you for the reply and making things more clear
My pawn functionality is made out of 3 classes. The pawn class itself, movement component and movement replication component. The code provided was from the movement component class. And what I understood the IsLocallyControlled() can’t be used directly from there because it isn’t a pawn. Did I get that right’? Might be a way to use it throught casting? GetOwner()-> IsLocallyControlled() doesn’t work at least. So what would be the best way to implement IsLocallyControlled() function in a non-pawn class?
Right now I need to figure out what is wrong with the movement component because that doesn’t work right. Sometimes everyone can move and sometimes they can’t. Input still fires but nothing moves. Except the client in 2 player situation.
Let me clarify the player controller problem. With spawning controllers I meant that when they connect to a server they should be assigned with one. And I also know that you might not need to store them but what I did for testing’s sake, I’ve stored them into an array to see in game that there really is as many controllers as there are players. But in editor outliner, there is always only one controller…