Pawn owners in multiplayer (c++)

Ownership is who is own the client connection.
It looks into the outer class of your pawn. Usually it finishes with Controller.
Controller is created on clients. So client own the pawn

Ownership and authority is different.

Authority is who created the object ( normally server )

From my tests so far it seems that the pawn spawned when a player joins is owned by the server
This assumption is wrong. Pawn is not owned by server. Server has authority over it. Pawn owner by client who own the network connection

cite from

 http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf

PlayerController is the first Class that thePlayer actually ‘owns’, but what does that mean? Each Conn> ection has a PlayerController, created specifically for that Connection. A PlayerController,that is created for that reason, is owned by that Connection. So when we determine ifan Actor is owned by someone, we actually query up to the mostouter Owner and if thisis a PlayerController, then the Connection that owns the PlayerController also owns that Actor.

1 Like