class ComputerInfo extends Info;
...
simulated state Active
{
 function BeginState()
 {
 // Check shows that Role = ROLE_Authority
 }
}
-----------------------------------------
class TestPawn extends TMale1;
var ComputerInfo CompInfo;
...
function PostBeginPlay()
{
 Super.PostBeginPlay();
 if (Level.NetMode == NM_Client)
 {
  CompInfo = Spawn(class'ComputerInfo', Self);
  CompInfo.GotoState('Active');
 }
}
------------------------------------------
So: Spawned (direct) Actor subclasses will always be managed by the server, although they were spawned by the client?
Since I think this cannot be true, what am I doing wrong? This class should only be processed by the client.