Weird error with Pawn in multiplayer

I get

Accessed None ‘CallFunc_GetPlayerCharacter_ReturnValue3’ from node CheckEndGame in blueprint MyController

which MyController’s parent is a c++ controller whose parent is APlayerController

The error doesn’t seem to crash anything in PIE; but my multicast RPC that replicates a pawns position does weird stuff. ( moves the client’s camera some place weird ) I’m pretty sure it gets possessed somehow

Anyways I don’t get this error until I click my pawn and it’s position is sent to the host, then multicasted if that makes any sense.

Any ideas about what’s going wrong?

I’m pretty sure, but not 100% sure that this error is caused when the Server(nondedicated) possesses and calls a multicast event on the pawn. This will replicate the pawn to the clients, but the pawn’s owning actor is set to the Host now. On the clients they were the owner because they were possessing it.

This results in the server possessing the pawn on all clients, which kicks the clients off the pawn. Then the weird stuff happens (I guess this is like a fringe case) at location 0,0,0 is where the player’s camera goes when this happens. Also when this happens a new controller is made for each of the clients, so I assume they’re given a blank character at the origin when their character controller is no longer possessing anything. A sort of garbage collection happens.

This post is linked in a forum thread Weird error involving a function/node I can't find anywhere - Blueprint - Epic Developer Community Forums

Solution found here: