Delayed event dispatcher?

For some reason, my widget updates have quite a big delay (sometimes close to 1s), which is a lot in a multiplayer game.

I can’t really find out what causes this. Could someone point me to a solution? Here’s the setup and problem displayed visually:

  1. When I attack other player I make some calculations on the server, and then I update the player’s CurrentHealth on the server.
  2. The CurrentHealth variable has “OnRep” replication, which triggers “Call On Health Change” event dispatcher.
  3. This dispatcher is subscribed by the widget above the player’s head, which then shrinks the player’s health bar.

Now, the issue:
The time between points 2 and 3 is almost a second for some reason.

Timestamps:
Green print - Server after calculations, just before dispatcher;
Red print - Widget just after dispatcher (the first thing in the dispatcher’s bound function)
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Print before the RepNotify:
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RepNotify function (Has authority is probably not needed but it doesn’t make difference):

Binding to the On Health Change event happens when the widget is constructed (it’s ready at the time I’m attacking):
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The bound event starts with the print, but it’s already delayed, why?

I’ve just found that the issue was because my Actor Component was in the player state, which had NetUpdateFrequency set to 1, so I sometimes got delayed up to 1s. I’ve changed that to 100, and it works perfectly.

(post deleted by author)