# How do you make Local Multiplayer Pickups?

**URL:** <https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425>\
**Category:** Multiplayer & Networking\
**Tags:** unreal-engine, local-multiplayer, pickups, Blueprint, question\
**Created:** [September 11, 2014, 1:00pm UTC](https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425 "2014-09-11T13:00:58Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Kagamusha](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kagamusha](https://forums.unrealengine.com/u/Kagamusha)\
**Post date:** [September 11, 2014, 1:00pm UTC](https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425/1 "2014-09-11T13:00:58Z")

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Here we go, another local multiplayer post!

So I’ve created this pickup that is supposed to give a player 1 point if they overlap with it. I’m really stumped on how I can get the object to tell whichever player to calculate points for and then draw it to HUD. It’s probably a really simple fix but any help would be much appreciated!

At the moment only player 0 will receive points. Player 1 receives nothing if they overlap the same pickup.

_ **EDIT: This is a Local Splitscreen Multiplayer** _ Apologies for any confusion earlier!

**Character Blueprint**

![15104-characterbppoints.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/0/1/8015427654555fdde020031d6a62c1f733b517e7.png)

**Blueprint Interface**

![15105-pointsbpi.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/2/a/42a51258f87f21c579f535ce966e52a9ace73b21.png)

**HUD**

 ![15106-hudpoints.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/1/8/5186d4779f1004af74a528cdc7a524f39b362b42.png)

**Pickup**

 ![15107-pickuppoints.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/9/0/99042e8849910e519aed74d191f083fa8e90a3fb.png)

**Screenshot**

 ![15121-fusescreenshot.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/e/e/eeec910cd483eaec1fc1b2a4db1478e43b8178af.jpeg)

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [September 11, 2014, 3:59pm UTC](https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425/2 "2014-09-11T15:59:37Z")

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Hi Kagamusha,

You have to set the variable to replicated then use a SwitchHasAuthority node before the function takes place so that it knows to activate on the server and propagate to the client. For more information on networking, please take a look at our networking tutorial videos, located here:

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<div class="post-metadata">

**Author:** ![Kagamusha](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kagamusha](https://forums.unrealengine.com/u/Kagamusha)\
**Post date:** [September 11, 2014, 4:15pm UTC](https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425/3 "2014-09-11T16:15:44Z")

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Hi , will this work for local splitscreen multiplayer? The game I’m making is a local splitscreen multiplayer.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [September 11, 2014, 5:08pm UTC](https://forums.unrealengine.com/t/how-do-you-make-local-multiplayer-pickups/293425/4 "2014-09-11T17:08:49Z")

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if that is the case, what I would do is draw the “Cast to Ship1” off of the “Cast failed” of “Cast to Ship0”. Currently it says that if the cast to ship0 succeeds, give them a point, then check and see if it is ship1 (which will fail).
