# No owning connection for actor

**URL:** <https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [November 23, 2017, 12:56pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008 "2017-11-23T12:56:01Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![BulleTime](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BulleTime](https://forums.unrealengine.com/u/BulleTime)\
**Post date:** [November 23, 2017, 12:56pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/1 "2017-11-23T12:56:01Z")

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Hi,

Il followed the first part of this tutorial:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

however when i play in editor i got a crash.

In debug it says:

Warning: UIpNetDriver::ProcesRemoteFunction: No owning connection for actor MyBP\_C\_1.

Anyone knows how to fix that?

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**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [November 23, 2017, 1:06pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/2 "2017-11-23T13:06:14Z")

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Any network traffic must go through an owning connection which is usually attached to a player controller.  
Actors that aren’t owned by any player just cannot send/receive network data.

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<div class="post-metadata">

**Author:** ![BulleTime](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BulleTime](https://forums.unrealengine.com/u/BulleTime)\
**Post date:** [November 23, 2017, 1:10pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/3 "2017-11-23T13:10:35Z")

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So how can i be sure the actor is owned by something? (testing in editor with listen server)  
Thanks

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<div class="post-metadata">

**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [November 23, 2017, 1:16pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/4 "2017-11-23T13:16:49Z")

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Take a read around, here:

> **[Actors and their Owning Connections](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/OwningConnections/)**
>
> An overview of the role of the server in multiplayer.

and here:  
[https://forums.unrealengine.com/development-discussion/c-gameplay-programming/49577-how-to-know-on-client-side-if-an-actor-is-own-by-the-current-network-connection](https://forums.unrealengine.com/development-discussion/c-gameplay-programming/49577-how-to-know-on-client-side-if-an-actor-is-own-by-the-current-network-connection)

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<div class="post-metadata">

**Author:** ![BulleTime](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BulleTime](https://forums.unrealengine.com/u/BulleTime)\
**Post date:** [November 23, 2017, 1:40pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/5 "2017-11-23T13:40:12Z")

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Ive seen the second topic…

However, why would the client spawn without a controller? I assume that would be working when setting AGameMode:: DefaultPawnClass ?

EDIT:

I was able to fix the crash by changing to HasAuthority:

```auto

class FNetworkPredictionData_Client* USkateMovementComponent::GetPredictionData_Client() const
{
    check(PawnOwner != NULL);
    //check(PawnOwner->Role < ROLE_Authority); << crash
    if (!PawnOwner->HasAuthority())
    {
        if (!ClientPredictionData)
        {
            USkateMovementComponent* MutableThis = const_cast<USkateMovementComponent*>(this);

            MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_MyMovement(*this);
            MutableThis->ClientPredictionData->MaxSmoothNetUpdateDist = 92.f;
            MutableThis->ClientPredictionData->NoSmoothNetUpdateDist = 140.f;
        }
    }

    return ClientPredictionData;
}

```

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<div class="post-metadata">

**Author:** ![Jambax](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jambax/32/904177_2.png) [@Jambax](https://forums.unrealengine.com/u/Jambax)\
**Post date:** [November 23, 2017, 3:02pm UTC](https://forums.unrealengine.com/t/no-owning-connection-for-actor/103008/6 "2017-11-23T15:02:46Z")

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It’s crashing because you’re using ‘check’ - and the function GetPredictionData\_Client() is sometimes called on the Server (it’s used for smoothing IIRC).

I doubt that tutorial is up-to-date to be honest.
