How do I carry the playeID through "run on server" event?

Hello! I have been trying to learn networking, and got some progress, but now stuck here:
I need to run on server an even, that applies momentum to the mesh of a pawn of a client that launched the event. How can I get a reference to the one requesting the function to be run on server?

updated…

updated…

if you have the pawn call the RPC it should automatically reference self despite being a server call, unless otherwise declared.

I already told him in the Forum: Here is my answer again:

"So you have a Custom Event that is “Run on Server” and you need the player that calls it?
Try using the Input that you can define for the Custom Event.

Click on the Red Node and look to the lower left side of the Blueprint where you also
set the “Run on Server”. There you should setup Input like in normal functions.
Here you can add an Input of type PlayerPawn or your PlayerCharacter or what ever.

The Blue node will update. Maybe you need to right click the Blue node and click on something
like “Update Nodes…” or so."

yup, and I already got it working. Of course it is good to have it on answerhub too for other people to find the answer to it.