Quick answer: Unreal replicated event firing on the old pawn after a possession change? Replication routes by NetGUID; possessions don't auto-rebind events - rebind in OnPossess.
Player switches pawns; replicated 'fire' event still triggers on the old pawn.
Re-bind on possession
OnPossess on the PlayerController: rebind replicated events to the new pawn. Old pawn no longer receives.
Or use the controller
Replicate the event on the PlayerController, not the pawn. Controllers are stable across possessions.
Audit possession lifecycle
Every possession changes the addressable target. Code that targets the old pawn is the bug.
“Possessions change the gameplay target. Replication doesn't auto-track.”
If your game has runtime possessions, the rebind pattern is non-optional. Plan it in.