Listen server/host client actions always replicate- is there a way to separate the client from the server?

Scenario: turn based game using a listen server. Initially, players take turns spawn and place characters on the map. When characters are initially spawned, they should not be replicated until their placement is confirmed. So if Client 1 spawns and places a character, it shouldn’t show up for Client 2 until a confirmation is pressed.

The problem is that when the host client spawns a character, it immediately is replicated to the other client. Everything the host does seems to be replicated to the non-host(s). I’m assuming it’s because the host client IS the server.

How can the host client perform any action without it being replicated to everyone? Is there a way around this besides a dedicated server?

When the host client spawns an actor the Replicate option should be turned off. Once confirmed, you then enable “Replicates” in the class settings.

BETTER SERVED…
Don’t spawn any replicated actors until confirmed. Use simple actors for placement. Once confirmed hide the simps and spawn the replicated full actors.

for example you could create a simple actor actor class that has a static mesh variant of your character. This actor will be used for placement.

On Confirm loop the placed actors getting location, rotation, class etc and spawn in the replicated ones to replace them.

That did it. Thank you!