Add Widget component replicatoin

I have a lobby where i have a player select a character, and a widget spawns on their pawn to show other players who they chose and the players name.

This works just like i want it to. The player controller (above nodes) chooses a character, the gamemode spawns the pawn and i make the PC add the widget on the character once spawned.

But…
This event is server run. The node works for the server host. I’m unable to get the widget to activate on the connected clients.

I have attempted multi and client owned. All replication events do not work, only this works for the server.

how do I have the clients add a widget component aswell?

I fixed the issue.
There was a problem with the gamemode communicating to all player controllers. I tried a number of RPC events that did not meet my needs.

So essentially i wanted to have multiple types of pawns that could be spawned by the game mode function and the pawn would have a widget component that would show the lobby what players chose and who chose it.

I wanted to use the actual pawns i would use in the game, and did not want to have that same widget taking up memory in the main game. so i decided to use the create component function.

The best way I did this with the communication from all pawns to other players was to create an interface. the interface launches from the Game mode and goes to a mutlievent on the pawn.

Now, i am able to add as many pawns as I want, and only need to add this simple interface function on the pawns. Which later down the track, will be a child of the main default ship.

Hopefully this works in the future. If anyone comes to this problem, you simply need to remove the widget creation component from the PC as that does not communicate to other clients for some really weird reason (even if the widget function is on a pawn). even though I tried many RPC events.

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