Hi, my use case for this is to do some scripted physics modification to parts, and I would like to perform these from the network owner while leaving the ownership in auto mode. Each client and the server would be checking when to perform the physics tricks, and would only do this on parts they own.
Without this feature, the server needs to tell the client via a remoteevent to execute the physics modification, and by that point it may as well do the physics modification itself and save 4x the latency.
I agree, I can’t see a reason for any client to know the specific player that is the network owner. They only need to know if it’s themselves or the server.
I’d also like to highlight another topic similar to this that would help very much as well: Event Part.NetworkOwnerChanged