Hello I’m having some issues in trying to understand how to make a widget only appear client side when a character overlaps, I want to change it to be based on the player controller, so if someone knows how to detect if a player controller is overlaping a box inside an actor and display a widget only client sided that would help a lot thanks.
This is how the blueprint is at the moment:
https://prnt.sc/110qowk
The PlayerController doesn’t have any collision on it. If you want it to only appear on the client you can use the “Is locally Controlled” node to check if you’re the local character.
Thank you for the answer I’ll try as soon as possible and send another message here.
Ok so I tried it I put it like this if it isn’t and you can help me great and it didn’t work as shown in the second link.
https://prnt.sc/111cocd
https://prnt.sc/111crqs
By the way just to add I’m playing as listend server.
Hmm, try checking the character colliding instead of the variable?

Hmmm, tried it, but it gives me errors and doesn’t show the ui. 
What errors are you getting? Which actor is this blueprint? What type is “Sophie Ref”, and what type is “Sophie_Character”?
The error says that it’s comming from the top branch, and this actor is a pallet which can be thrown down. Sophie Ref and Sophie_Character are basically the same, Sophie_Character is a pawn, basically what I did was Copy and Paste the ThirdPersonCharacter and put my code, character and animations that’s it.
Oh are you using that Boolean for another event? You’ll need to duplicate it for the other event.
So, for each branch I need a new one. Ok. I’ll try it when I get home thank you.
Thank you very much it’s working.
https://prnt.sc/113biiw
Just a question I know this is out of context of this post but do you know if there’s a way to destroy a component server sided, like a trigger box inside an actor.