Hello everyone, I am having some issues with NetworkServer.SpawnWithClientAuthority not giving the client that is hosting the multiplayer game authority (“hasAuthority” returns false). Essentially i want a connection object that is my localplayer, and then i want to spawn an object that said localplayer has authority over, so i can destroy the object, and not lose my connection.
If i host a stand alone server, and connect all my clients, it works perfectly. If a client hosts the server, said client is broken due to not having authority.
Is this normal behavior?