# 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:** 1\
**Showing post:** 2

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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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