I have started from scratch with my own Pawn class and my own MovementComponent. Nothing is networked so far but I have a NetworkPlayerStart. When I choose a listen-server with 3 instances the pawn on the server seems to spawn at 0, 0, 0 and doesn’t receive any input, while the clients can move around. The 3 pawns all spawn at the correct location, it just happens that I just can not control the pawn on the server and the position is wrong at least from the perspective of the pawn that spawned on the server.
I am wondering why this happens? Could it be possible that the server failed to posses the Pawn?
Also if I create a dedicated server with 5 instances for example only 1 Pawn doesn’t receive any input, the other 4 Pawn’s are behaving as intended.
So I am wondering if there is anything special that I need to do so that I can safely spawn pawns in a networked game?