Possessed and Unpossessed events called only on server, but i also need for owner client. For possessed i found ReceiveRestarted that suits me. I’m creating widget for client when possessed and wanna delete it when unpossessed. I can’t find any remotely similar to Unpossessed for client. Why is that so difficult?
a RunOnClient RPC should be fine after the possessed event
Nah, its unnecessary rpc call, and timing is bad.
well if im understanding you right, the only other option is set a bIsPossessed on RepNotify?
I was thinking about it, but in the end, i don’t wanna deal with secondary replicated properties or rpc’s in general. I think i found what i need, its AController::OnRep_Pawn() that contains OnPossessedPawnChanged delegate but behaviour is weird. Its called twice on server but once on client. idk, i will try overriding OnRep with Interfaces. yolo
what calls for possession in the first place?
ie if the player is choosing a Character then you can handle you spawn widget at that point
