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.

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