Multiplayer: Getting the pawn from the player (C++)

I’m sorry for the delayed reply (computer problems ;P)

I assume that you mean this:

for (auto ControllerIt = GetWorld()->GetPlayerControllerIterator();
		ControllerIt; ++ControllerIt)
	{
		APlayerController *Controller = *ControllerIt;

		if (Controller->PlayerState->PlayerId == PlayerID)
		{
			return Cast<AMyCharacter>(Controller->GetPawn());
		}
	}

It never finds the player (doesn’t work)