Trouble Sending Values/Inputs to AI Pawn's Controller

Hello everyone,

I am working on a multiplayer pirate game, all of the basics for movement are working and replicated when you spawn in as the ship itself. But now I have refactored so that you spawn in as a pirate crew, and the server spawns a ship which is controlled by a custom AI controller. When the crew is “occupying” the steering position on the ship, their inputs get sent to the AI controller and the ship turns. This works for the host of the game but clients are NOT turning any more and I have been banging my head against it for a while.

What I’ve already tried is to make the ship event tick call “Turn Ship from AI Controller”, with a variable that is usually 0, but player inputs set this replicated variable to 1 or -1. Calling the turn through the event tick does not work at all. What does work (ONLY FOR THE HOST) is to call the “Turn Ship from AI Controller” event from the player controller (using a reference to the ship, getting the ship’s controller and calling it)

Would appreciate any help on how to get a shared pawn like this to take player inputs… Thanks and take care!