Quick answer: On ownership change, reset prediction state and input authority on both the old and new owner so only the new owner predicts and sends input.

Authority transfer (e.g. picking up a vehicle) must atomically move both write authority and the input/prediction pipeline. If only the flag changes but the input routing does not, the object stalls.

How to fix it

1. React to the ownership-changed callback

Use the engine's ownership-changed event to enable local prediction and input capture on the new owner and disable them on the previous owner in the same frame.

2. Clear stale prediction buffers

On transfer, flush the old owner's pending input buffer and seed the new owner's prediction from the latest authoritative state so it does not replay inputs it never made.

3. Confirm transfer completed on the server

Treat the transfer as authoritative only once the server confirms it, and ignore input from the old owner after that point to avoid two clients fighting for control.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.