Why do we need "run on owning client"? In the document illustration "not replicated" or "run on server" also works

FuTou
Tue, 11 Oct 2016 03:24:33 +0000
Multiplayer & Networking

In the document illustration that shows “run on owning client”, I found that I could make it work even if I change it to"not replicated" or “run on server”. So what’s the point of “run on owninng client”? Under what circumstance do we need it?

document: Replicating Functions in Blueprints | Unreal Engine Documentation

The third part(near the bottom) is an example using “run on owning client” to simulate inventory empty/ get item:

https://docs.unrealengine.com/latest/images/Gameplay/HowTo/Networking/ReplicateFunction/Blueprints/HowTo19.jpg

After I change it to “not replicated” or “run on server”, it still works:

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