# LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP\_Car\_C\_1. Function ServerUpdateState will not be processed.

**URL:** <https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, vehicle, rpc, unreal-engine, Multiplayer, CPP, question\
**Created:** [April 24, 2026, 11:37pm UTC](https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823 "2026-04-24T23:37:40Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![SgtFlexxx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sgtflexxx/32/1194634_2.png) [@SgtFlexxx](https://forums.unrealengine.com/u/SgtFlexxx)\
**Post date:** [April 24, 2026, 11:37pm UTC](https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823/1 "2026-04-24T23:37:40Z")

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Hello!

My project utilizes ChaosVehicleMovement system, and it seems all of my vehicles with ChaosVehicleMovement component spam this log warning on repeat when a client has joined the game. Does anyone know a proper fix for this? I’m not entirely sure why it’s happening. “ServerUpdateState” is not my function nor do I call it. It is a function within ChaosVehicleMovementComponent.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/5/3/2532fa21973ccae505a5e5111aac82ef725414f1.png)

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**Author:** ![Ram07](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ram07](https://forums.unrealengine.com/u/Ram07)\
**Post date:** [May 24, 2026, 5:47pm UTC](https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823/2 "2026-05-24T17:47:43Z")

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i think server update state is a RPC event which is in those actors and i think they are getting called on begin play?
