Suppose you are playing a multiplayer game as a client connected to the server. Your player controller on your machine is the abstraction of you as a player. In the context of Figure 1, if you are playing on Client 1, your input is processed in Player Controller 1 and communicated to Pawn 1. As previously mentioned, when your client machine connects to the server, Net Connection 1 is established, and Player Controller S1 is created on the server associated with your connection. The server pawn actor, Pawn S1, is possessed by Player Controller S1. This means that Player Controller S1 owns Pawn S1. The owning connection of Pawn S1 is Net Connection 1, which is the owning connection for Player Controller S1. Pawn S1 is only owned by this connection during the time it is also owned/possessed by Player Controller S1. As soon as Player Controller S1 no longer possesses Pawn S1, Net Connection 1 is no longer the owning connection for Pawn S1.