In what situation would COND_OwnerOnly and COND_AutonomousOnly behave differently?

From my understanding, Role_AutonomousProxy is the actor that is being controlled (hence ‘owned’) by the current client. And to every other client, this actor will be seen as a Role_SimulatedProxy.

I am having a hard time understanding how these two enums: COND_OwnerOnly and COND_AutonomousOnly are different. If anyone can give me an example scenario of how they are different, it would be greatly appreciated!

There’s also the Authoritative Proxy, which is the Servers version of every connected player.

OwnerOnly could be the Auth and Auton, whereas AutonomousOnly would be the “Client” Owner.

Hi thanks for your reply! But for the Authoritative Proxy, it doesn’t need to get ‘replicated’ right? Because in Unreal, the server is in charge of all the updates and replication only works from server to client? So I still don’t think it would make any difference between the two options? Please let me know if I’m wrong.

COND_AutonomousOnly is limited to pawn that are directly controlled by the PlayerController.
COND_OwnerOnly, is qualified for all actor whose most outer owner is PlayerController.
For example, a player can use a skill to deploy a turret. And We want HP of the turret to be known only to the player who create it (and server). We can implement it by setting the turret’s owner to the playerCharacter, and set the HP attribute to COND_OwnerOnly. If we set it to COND_AutonomousOnly, then HP will not replicate to the client create the turret because the playercontroller doesn’t directly control the turret.

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