Multiplayer in unreal engine is tailored to a certain classic standard and it is very difficult to go beyond it.

Can you tell me how you did it? Or tell me what I’m not doing wrong? Here is the code of my nodes when creating an Ai controller.
This code works if I run spawn on the server and does not work if I run it on the client.
I create the character as you described above.

I can move the character created by the client using a simple “AI move to” node, but he does not want to run the “behavior tree” although he does not give any errors.