How can I have multiple players control one pawn and show characters inside?

Thank you for the detailed response! I am very new to unreal and this is my first game. What I have so far took me over a week to put together, albeit there was no tutorials for a game like this, so most of that time was understanding how all these nodes work so that I could put this together on my own. That being said, apologies in advance for all the questions I’m about to ask lol.

From what I understand from your response, I need a default pawn for each player to control. Instead of having players posses the boat, instead the players control their pawn which will cast their inputs to the physics actor (which is the boat). ie, player0 controls a default pawn and when they input, it triggers a “row event” in the boat blueprint that adds force to the boat. Each player pawn is attached to the boat so that they move along with it. This also means that the players camera can be part of their own pawn so that their pov lines up to where they are placed in the boat, rather than having the camera as a part of the boats blueprint.

Do I need separate pawn blueprint for each and every character, or do I just make one blueprint that somehow gets duplicated/instanced for every player in the game?

Do you mean the “character” blueprint class has this functionality? Currently the blueprint class of my boat is just a “pawn”. If so, should the boat or the players have the “character” blueprint class?

A bit confused here. Are you saying at this point I should have 9 total blueprints?

Is there a best way to determine which boat a player is in? Like if for example its a race between 2 boats, each boat includes 4 players, how would specify to add force to the boat they are currently in and not both boats?

Makes sense, but I haven’t used server or client nodes yet. Is there any multiplayer setup I have to do before starting?

Finally, how should I implement my UI? From my blueprints you can see that almost all the boats functionality is driven by the UI. When the player inputs a “row event” I determine where the UI slider is to add the appropriate force. Additionally, a lot of the UI is also driven by the boats speed. ie the faster the boat is moving, the faster the slider moves to make inputs more difficult. Would this functionality have to be completely reworked or can I make it work with multiplayer with some alterations?

Thank you for all the help, your original post gives me an amazing starting point for figuring all this out and I don’t expect anyone to answer all my questions. Just thought it couldn’t hurt to throw it all up and see if I could get some extra help.