In a listen server, the server-side copy of a remote client's pawn also
has an InteractionComponent that ticks. This caused a race condition:
the server-side tick would start conversations using GetFirstPlayerController()
(= server's PC), setting NetConversatingPawn to the server's pawn instead
of the client's. The client's relay RPC arrived too late and was rejected
because bNetIsConversing was already true.
Fix: disable tick and skip mic creation in BeginPlay for non-locally-controlled
pawns. The client handles all interaction locally via relay RPCs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>