Smooth Sync: Sync your Transforms Smoothly across the network

@trshman
**a) **I’m a little rusty on my Unreal concepts but basically, you can only replicate variables or call RPCs from owner actors to non-owner actors or from non-owner server actors to non-owner clients actors.

I’m not sure exactly how it’s determined in Unreal. I found this online that seems correct but I’m not entirely sure:
“If I gather the information from this question correctly, anything spawned on the server outside of a PlayerController is considered Server owned. Everything spawned inside of a PlayerController (also on server side) is considered player owned. I’m only left to assume parts of persistent maps are unowned actors.”

You can also use SetOwner() to set the owner manually after spawning.

b) Yes, you can use that to move the ball on the server. Or you can move it on the server any other way you like.