No Owner when running a dedicated server

I have no owning connections when running a dedicated server, but I do have one for the character possesed by the Listening Client. What could be my problem here?

LogNet: Warning: UIpNetDriver::ProcessRemoteFunction: No owning connection for actor SwordGuy_C_1. Function ClientSetAxisValue will not be processed.

How do I make a client own/posses the connection to a pawn?

Do you know by any chance how I create a PlayerController when a Player joins, and then make it posses the pawn?

If you are calling an RPC on a Pawn class, it will fail unless it is already possessed by a PlayerController.
PlayerControllers encapsulate a Player which represents a connection if i recall correctly.
A pawn can exist and run code without being possessed by a controller and therefore not have a connection.

Yes, I think the Game Mode has a Create Player node.
However, I think that creates a local Player for the machine that calls the node function. Maybe. I’m still a bit new to all of this.

But if you joined a multiplayer session on a dedicated server then I think you would have to already have a Player on your client machine existing and connected when you join the server’s session.

So that’s why I think maybe you are calling a server RPC from a pawn that is not possessed by any player controller. I dont know if that would cause this error for you but I have had similar errors because of trying to call client - to- server RPCs on a class that doesnt own a connection. it just silently fails and logs such and error and then continues playing the game.

Thank you for you answer, I was able to solve the problem.

I was able to solve this problem. I had to change deafult pawn in my game mode and there were also some problems in my code.