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Do remote pawns have all the same components as client pawn?

I'm trying to understand the server/ client relationships. If I'm understanding the limited documentation on it, I should be adjusting all game breaking elements on the server and have those properties replicate to the clients. But where I'm confused is with the pawns and their states on each. On the client they have Player Controllers for each pawn correct? On the owning Client that one pawn has a player controller too? But the other players pawns do not? Do the remote controlled pawns have the same components as the local pawn? If so why and would it be wise to remove the components? It seems to me that remote pawns really only need the mesh and collision hitbox since they are just replicating the server.

Product Version: UE 4.13
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asked Nov 23 '16 at 05:21 PM in C++ Programming

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