CharacterBP or PawnBP for mulitplayer LAN game?

Hi,
Is there an advantage or disadvantage to using Character Blueprint versus a Pawn Blueprint in a networking game? I’ve read that if you want to replicate movement, projectiles, and physics events over the server, that it’s better to use a PawnBP with a PlayerController. Is this true?

I’m having an easy time finding how to create a CharacterBP but not a PawnBP with a PlayerController for networking purposes.

My goal is to have two turrets move on the x-axis (think pong, but from the perspective of a cockpit), have local rotation locked to 180* rotation, and fire at a ball in the middle of a play field. The goal is two push the ball across the opponents endline.

Character is inherit from Pawn with extra CharacterMovmentComponent which include network movement prediction, use for humanoid movement like jump, crouch, run, …, so if you don’t need any of that simple pawn is enough.

Thanks. I figured since I’m only doing one-axis translation, one-axis rotation, and projectiles that pawn was the way to go. Thanks for verifying.

I found this: Come Learn Blueprint Multiplayer with me! (aka Tom's a Glutton for Punishment) - Blueprint - Unreal Engine Forums

You wouldn’t happen to know an easier tutorial to follow would you?