Replication Problem

Hmmm, what do you mean? You should spawn replicated actors always on the server and never on the clients (cause when they are set to replicating and the server creates them they will also be created on the clients).
But when you spawn them on the client they will only exist on that client, and not on the server, not on any other client.

Basically the workflow I use is for stuff that is attached to the client (such as his weapon actor) I set the client as owner when I spawn them.
For interaction with the world (other replicating actors) I put that logic either into the player controller or into the controlled pawn (I do it mostly in the controlled pawn but when you want to switch that controlled pawn in the game you would want to put all the logic into the player controller, cause the player controller persists).
So for example when I want to open a door, the client uses a Run On Server event (that logic is in the controlled pawn for example the Third Person Character), then the server sends an interface call to the door actor and the door opens.
There sure are better ways to do those things, but I don’t know what I don’t know :slight_smile: