Replicated function stops running on server when controller gets ownership of a new actor?

I have my pawn replicating his position through a ‘run on server’ replicated function, this ordinarily works fine, but when the pawn get’s into a vehicle I have the server give ownership of that vehicle to the player controller of the pawn. I’m not taking away ownership of the pawn or unpossesing or anything like that but for some reason the ‘run on server’ replicated function which usually updates the pawns position stops running on the server. The pawn is still calling the function but it no longer runs.

Can controllers only own a limited number of actors? Do they have a bandwidth limit or something? I don’t understand why the pos/rot replication of the pawn pauses when I start replicating the pos/rot of the vehicle, they have the same level of network priority