Ok, problem solved ![]()
Instead of creating a reference to the Player State in event construct (Wich only happens on server, that’s the reason why player 2 can’t detect the reference), I’ve casted directly the PlayerState in the GetText_0, and I got the GhostLife variable.
The problem now is that the server and client variables are unsync, for example if I hit the Ghost on the server will rest 1 of life but in client 2, but seems easy to fix.