Hey! Just wanted to report in to say that your demo project has helped immensely for fixing most of my widget problems, and My death screen now actually shows up when triggered!
Unfortunately though, I think there’s a bit of an issue in how how the code to trigger the screen is done across a network. As shown in the video, the server host client (for reference, this is being done on a listen server) can be killed without any issues when a “Get Player Controller” node is used as the target to show the death screen too. However, when a foreign client gets killed, the screen still shows on the host’s screen.
I tried swapping out the “Get Player Controller” node with a “Get Local Viewing Player Controller” node to fix the issue, and while it did fix the issue with the death screen showing on the host’s client, the death screen still won’t show up on the killed foreign client’s screen, and I get an error message when they die.
for reference, the error message in full is:
[Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetLocalViewingPlayerController_ReturnValue”. Node: Show Death Screen Graph: F Deathcheck Function: F Deathcheck Blueprint: BP_FPCharacter]
I think the “get player controller” node might not be working here because it’s only getting the index of the host’s machine (since the node’s index input is by default set to 0, which is also what the index of the host is in a multiplayer environment). I’m not sure though. Is there something I’m doing wrong here?