Replicatie unreplicated

I’ve got a strange problem during studying Networking - I’ve created custom pawn and turned off replication(for it), at the start it works fine(I mean is not replicated on client), but when the PlayerController(every of available) possesses this Pawn it’s immediately is replicated on client’s (Player’s controller’s replication is off too). Maybe someone had such issue and can explain this.

I’m still looking for an answer. And here is the screen of my BluePrint. When PlayerController1 possesses Pawn, it stops being replication of Server’s Pawn and behave on it’s own. Cause of this location and rotation of client-controlled pawn differs on server and client even when i use RPC from client to sent client’s input. And wanted to add that my Pawns are moving straight ahead all the time and player just controll rotation.