Movement Component spawn 2 actors on client

Hello there i found an odd problem today, i created an actor Pawn and Character, when i spawn them to make test Server / Client replication, client gets 2 copy of the spawned actor, after few hours of testing i remove the FloatingPawnMovement after that i got only 1 actor spawned on client and on server, after this i put the FloatingPawnMovement back on Pawn and i start to get 2 actors spawned again.

I cannot remove the MovementComponent from Character since it is inherited.

My question is how can i fix this, i need the AI to move but on client it spawns twice.

This is the print

You shouldn’t use a multicast to spawn this actor. You should just spawn it on the server and the server will spawn it on all connected clients.

It doesnt spawn it on server if i used client to spawn the character / pawn, this is not a static mesh without any movement component, physics, it will have everything enabled.

I wana spawn the character / pawn at run time as AI.

Don’t have clients spawn characters/AI. Tell the server to spawn them.