So I have a blueprint class that inherits from a trigger box and is replicated on the server, and when players go inside, it is supposed to create a widget on the client-side of the players and update it. I have 2 events inside the player that construct widgets and update them with passed options. Here’s what happens when you enter or leave the class:
In theory that should work, since you know, the server does not know of any user widgets, since they are created on the client. What happens is, the server owner gets the correct order of things, widget gets constructed, updated, and destroyed just as it should. But when a client enters the class, the only thing that happens is that it gets created. It doesn’t get updated, it doesn’t get destroyed. Anyone got any ideas why that might be?