[BUG] Widget and Client

Found a bug in unreal engine widgets that a person in IRC helped me find a workaround for.
If you create a widget button, and then for “onclicked” of the button, put a print node.
Then, if you click the button on the client for multiplayer, the client that will be printing message will be “Client -2”.

If you try to call an event in the widget’s player controller from that same onclicked event, then print a message from the PC event, it will print from Client -2 also. If I decide to call an “onServer” event from the PC at this point, the onServer event will fail.

To fix this, I had to put a delay node in the PC before it calls “onServer” and/or printnode

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