# Run on Server event doesn't fire for client

**URL:** <https://forums.unrealengine.com/t/run-on-server-event-doesnt-fire-for-client/347690>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, Replication, unreal-engine, UE4, Blueprint, question\
**Created:** [February 16, 2016, 10:09pm UTC](https://forums.unrealengine.com/t/run-on-server-event-doesnt-fire-for-client/347690 "2016-02-16T22:09:00Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![FlashSky](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FlashSky](https://forums.unrealengine.com/u/FlashSky)\
**Post date:** [March 24, 2016, 4:41pm UTC](https://forums.unrealengine.com/t/run-on-server-event-doesnt-fire-for-client/347690/2 "2016-03-24T16:41:25Z")

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It seems that RPC only works when calling it from player controller or object owned by player controller by default.  
ref:

> **[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.

> **[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...

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