How do 3d-Widgets (Widget-Components) work on clients in multiplayer?

Reproduce-steps:
Make a simple Custom Widget which is a Button.
Assign the Widget to the Widget Class of a Widget Component in an Actor, so that the button is in 3d-space.

Why does it not work?
It only works on the server, but not on the client. The button accepts neither hover nor click- or press-events. 2d-widgets on screen work normally on server and client.

What I tried:
-I checked ‘replicates’ for the controller, the actor and all components, but it didn’t change anything, it works the same without that option.

-Instead of ‘beginplay’ I fired a custom event, with the ‘multicast’ or ‘Run on Owning Client’-option, but in this case it also does not change anything.

-I used a widget interaction component. It works on both server and client,
and it triggers the ‘On begin hover event’ in the widget. But instead of triggering it once, it triggers endlessly with the speed of the event tick. This happens on server and client.
When I delete the hover-event, then it accepts the click on the server but not on client again.

-I used the events of the widget component in the actor, instead of the widget-events (On clicked, On begin cursor over). It triggers both the hover and click events correctly, and I could use it, but I will maybe need 20-100 buttons and I can not make a single event then for every single button, it would’nt be ideal.




Have you gotten any headway on this? I’m running into the same issue. The server can see the on hover but the network client cannot.