void FPlayerMuteList::ServerUnmutePlayer(APlayerController* OwningPC, const FUniqueNetIdRepl& UnmuteId)
{
	UWorld* World = OwningPC->GetWorld();

	const TSharedPtr<const FUniqueNetId>& PlayerIdToUnmute = UnmuteId.GetUniqueNetId();

	// If the player was found, remove them from our explicit list
	RemoveIdFromMuteList(VoiceMuteList, PlayerIdToUnmute);

	// Find the muted player's player controller so it can be notified
	APlayerController* OtherPC = GetPlayerControllerFromNetId(World, *PlayerIdToUnmute);
	if (OtherPC != NULL)
	{
		FUniqueNetIdMatcher PlayerIdToUnmuteMatch(*PlayerIdToUnmute);
		FUniqueNetIdMatcher OwningPlayerIdMatch(*OwningPC->PlayerState->UniqueId);

		// Make sure this player isn't muted for gameplay reasons
		if (GameplayVoiceMuteList.IndexOfByPredicate(PlayerIdToUnmuteMatch) == INDEX_NONE &&
			// And make sure they didn't mute us
			OtherPC->MuteList.VoiceMuteList.IndexOfByPredicate(OwningPlayerIdMatch) == INDEX_NONE)
		{
			OwningPC->ClientUnmutePlayer(UnmuteId);
		}

		// If the other player doesn't have this player muted
		if (OtherPC->MuteList.VoiceMuteList.IndexOfByPredicate(OwningPlayerIdMatch) == INDEX_NONE &&
			OtherPC->MuteList.GameplayVoiceMuteList.IndexOfByPredicate(OwningPlayerIdMatch) == INDEX_NONE)
		{
			// Remove them from the packet filter list
			RemoveIdFromMuteList(VoicePacketFilter, PlayerIdToUnmute);

			// If found, remove so packets flow to that client too
			RemoveIdFromMuteList(OtherPC->MuteList.VoicePacketFilter, OwningPC->PlayerState->UniqueId.GetUniqueNetId());

			// Tell the other PC to unmute this one
			OtherPC->ClientUnmutePlayer(OwningPC->PlayerState->UniqueId);
		}
	}
}