This is really tough to answer without really digging into it but from a conceptual standard if your behavior tree is on the server it doesn't care which object is owned by a client or not. You will need to structure your game so the tree only executes on the server.Hey and thanks for the reply. so i am currently setup for the server to be authoritative. The server handles the spawning of the enemies on the server.
So once the players get spawn,theoretically i believe from my understanding the enemies should have visibility of all players. However for some reason it will only locate the player hosting as the server. So from what i understand Behavior trees should work out of the box for uNet?