Quick answer: Unreal Blueprint replicated event firing twice when the actor's ownership changes? Both old and new owner subscribe - clear on Unown.
Player takes control of an enemy. Subsequent events fire on both pawns.
Clear on UnPossess
OnUnPossess: unbind events. Old owner stops listening.
Or use NetMode-gated binds
Only the locally-controlled pawn binds. Server doesn't.
Audit possession events
OnPossess and OnUnPossess; ensure symmetric event handling.
“Possession is a binding event. Bindings persist unless explicitly cleared.”
If your game allows possession changes, the possession-binding pattern is mandatory. Document.