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

No, I didn’t find a new solution, I used the widget-component-workaround I listed. It’s unnecessarily complicated, you need a lot of code only for one button, but I needed it to work, to test other functions then with it. Maybe I will replace it again, if there is a fix in the future.

I made a widget component in the actor, and made an “on hovered widget changed” event from the widget-component-options. Then I added alot of branches, to find out which 3d-Widget got Hovered, you can use tags for this. I test in the start if the cursor hovered the same widget or another widget or nothing to find out if the cursor begins, or leaves the ‘hover’. Leaving the widget, gives you a ‘nothing’-output, so you can start the unhover-event from there. You must cast then to the widget, and start the ‘custom hover’-event there, I saved all widgets as references when I created them.

The custom-event in the widget, that starts from the actor with the widget-component.

This is a different widget with 5 buttons in it. The onhovered-events trigger in the Event-tick-speed. I used this bug here. The custom on-hover events open and close the gate. And the gate sets the index to the hovered Button. So it sets in the event-tick-speed the index to the currently hovered Button-index. This way I have the hovered index of the buttons, because they are all in the same widget.