# Is it possible to make actors placed on the level only exist on the clients?

**URL:** <https://forums.unrealengine.com/t/is-it-possible-to-make-actors-placed-on-the-level-only-exist-on-the-clients/470534>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** dedicated-server, actor, Optimization, Destroy-Actor, unreal-engine, question\
**Created:** [August 30, 2020, 4:35am UTC](https://forums.unrealengine.com/t/is-it-possible-to-make-actors-placed-on-the-level-only-exist-on-the-clients/470534 "2020-08-30T04:35:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![sofroma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sofroma](https://forums.unrealengine.com/u/sofroma)\
**Post date:** [August 30, 2020, 4:35am UTC](https://forums.unrealengine.com/t/is-it-possible-to-make-actors-placed-on-the-level-only-exist-on-the-clients/470534/1 "2020-08-30T04:35:38Z")

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In our project, we have a lot of cosmetic actor, that not affect on the gameplay. So we want to reduce memory usage on our dedicated server. Does Unreal Engine have equivalent to bNetLoadOnClient, but for server? Ofcourse we can destroy them manually, but it would be great to have that feature from out of the box

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**Author:** ![Paul\_Eckhardt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Paul\_Eckhardt](https://forums.unrealengine.com/u/Paul_Eckhardt)\
**Post date:** [August 2, 2021, 4:51pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-make-actors-placed-on-the-level-only-exist-on-the-clients/470534/2 "2021-08-02T16:51:45Z")

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You can multicast, check if using the authority/remote switch, and spawn if you’re remote.

> **[1.2 - Detecting Network Authority and Remote Clients in Blueprints](https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/Networking/1_2/)**
>
> An overview of the Network Features example level, example 1.2: Detecting Network Authority and Remote Clients in Blueprints.
