# Blueprint Apply Damage Fires Twice From Client

**URL:** <https://forums.unrealengine.com/t/blueprint-apply-damage-fires-twice-from-client/486902>\
**Category:** Multiplayer & Networking\
**Tags:** Replication, damage-sense, unreal-engine, Multiplayer, Blueprint, question\
**Created:** [August 1, 2021, 1:37am UTC](https://forums.unrealengine.com/t/blueprint-apply-damage-fires-twice-from-client/486902 "2021-08-01T01:37:47Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Catastrophe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Catastrophe](https://forums.unrealengine.com/u/Catastrophe)\
**Post date:** [August 1, 2021, 1:37am UTC](https://forums.unrealengine.com/t/blueprint-apply-damage-fires-twice-from-client/486902/1 "2021-08-01T01:37:47Z")

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Hello,

I am making a multiplayer game and I want to apply radial damage through bomb explosion. It works as intended in single player and if I am playing as the server, but the moment I play as the client, any damage I do from thrown bombs is being done twice. So instead of dealing 20 damage, it deals 40, etc. I tried multiple methods in an attempt to fix it but could not figure it out. Any help would be appreciated!

The bomb is being “thrown” through a projectile component when it spawns

 ![345375-player-bp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/9/8/5981abde88b2d85b1d8be5302a5dbdddc558d325.png)

 ![345376-take-dmg-function.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/1/b/b1b0614d239ca19c2c77a361d4fbcdc4a77eb857.png)

 ![345377-bomb-bp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/a/3/ca38ccd64b2eee0ddebe207377679cf5aaac502c.png)

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**Author:** ![Koudouk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Koudouk](https://forums.unrealengine.com/u/Koudouk)\
**Post date:** [August 1, 2021, 4:20pm UTC](https://forums.unrealengine.com/t/blueprint-apply-damage-fires-twice-from-client/486902/2 "2021-08-01T16:20:53Z")

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“OnComponentHit” is called on everyone, so if you have 1 client and 1 server, your event “ApplyRadialDamage” will be called twice. Adding a “SwitchHasAuthority” node right after “OnComponentHit” should solve the issue.

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**Author:** ![Catastrophe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Catastrophe](https://forums.unrealengine.com/u/Catastrophe)\
**Post date:** [August 3, 2021, 9:48pm UTC](https://forums.unrealengine.com/t/blueprint-apply-damage-fires-twice-from-client/486902/3 "2021-08-03T21:48:18Z")

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Worked like a charm thank you! 🙂
