I set simple replication example (spawn actor from server, and from client).
It works. It CALLs from BP_ThirdPersonCharacter and EXECUTES in BP_ThirdPersonCharacter
But i need CALL spawning in BP_ThirdPersonCharacter but all logic EXECUTE in BP_Handler (via function “Spawn“).
(i don’t wan’t overload BP_ThirdPersonCharacter with too many functions.).
So following setup works only from server, and not work from client.
(I suggest some situation with Characters|Owners, but can’t figure it by myself).
BP_Handler located on the level (some kind of settings \ functions blueprint), so Character Get this BP into variable, and then use it’s functions (as i said, for dividing “character functions“ and “other functions“. )
Why it doesnt own, if client get it into variable from level? Owner is still server?
“You need spawn multiply BP_handlers“. You mean every player must SpawnObjectFromClass BP_Handler, place it in variable, and after that client will be the owner of BP_Handler?
Hmmm, BP_Handler, as i said before placed on every level, and have some “editable variables“ for changing it directly on editor (level settings for each level), so probably i must separate BP_Handler to BP_LevelSettings and BP_Functions.