Is there any way to prevent the pawn in client from replication in server?

Hi, I thought I had published the question, but can’t find it in the forum, so I’m submitting again the question. Sorry if it’s duplicated…

So, I’m working in a client/server, app using multiplayer features from UE4, and don’t want my custom pawn to be replicated when the client joins to server. I’m using the server only to control states: i.e. sunny, cloudy… but I don’t want any other actor to be replicated.

I’ve set the custom pawn blueprint in the client to “not replicate”, but as soon as the client joins to server, the client (the pawn) is moved to 0,0,0. I know a solution could be to store the current position of the client as “startposition” before joining, and work with authority/remote to assign the startpostion again, but I guess it may be possible to prevent the pawn in the client to be moved. That is, prevent pawn replication.

Is there any easy way to do this? Am I missing something?

Thanks!