The player state can be unreliable sometimes on clients and it might be being cleared from that pawn on death or client respawn. In any case, why not just tap into the already existing killfeed logic, check to see if the killer is the local player, then display your message? The killfeed system uses a series of delegates/dispatchers that you can easily tap in to.
This is one of those things I know I need to do and want to do and probably will do in the future, but I don’t have an ETA. Some of the inventory stuff I wanted to do was impossible to do in BP due to some replication issues with arrays at the time but I believe those are solved now. If I make any progress on this I’ll let you know directly.
I can’t really explain this. Perhaps your blueprint classes are not being cooked for some reason? Setting the player character class to a child class of BP_PlayerCharacter should work, and because it works in PIE, I’m pretty sure you haven’t done anything wrong. There has been a lot of issues with child blueprints though lately all over answerhub.
Please don’t download Generic Shooter from third party sites. If you bought it through the marketplace and are using “Create Project…”, contact Epic support as there is an issue with your launcher.