How to Possess a pawn after a replay ended, gaining authority on replay pawn ?

Hey all, what I am trying to do is weird I know. But I really would like to make this work for an accessibility feature of mine. I would like to use basic non networked replays for helping the player review their actions and take back control of their replayed pawn when the replay ended.

To do that I am recording a replay in C++ using UGameInstance::StartRecordingReplay then i play it using UGameInstance::PlayReplay. Then the player pawn just freezes in place and all that is left to do for me is to unfreeze it and repossess it.

The unfreezing was easy I just set the customTimeDilation to 1 but the possess does not work because the pawn does not have authority (I think).

Is there a way for the pawn to gain authority ? I parsed through c++ to no avail, the code is complex, I am pretty sure it is possible though because I stubbled on a struct called FSubmitAuthorityChangesRequest but could not find how to submit it.

Or perhaps there is another way to this more simply ?

Many thanks in advance to anyone with even just a tiny bit of knowledge about this ^^’

Spam account.

Two posts, both “duplicates” of older posts. There is a very obvious pattern here, they post them to get approved, then start spamming links to pirate APKs (a couple of weeks later typically).