It says “It executes on the client owning that actor”.
Given the case in almost every game the player pawn actually spawns on the server and the clients have a replicating simulated copy. As such who’s the owner over the pawn? the client or the server?
Since multicast functions called from server run on server as well , which is undesirable for cosmetic effects one would want to call a client function for spawning cosmetic effects, but how would that effect spawn on other clients if it only runs on the owning client?
how did UE3 / UDK managed multicast scenarios?