I have an enemy blueprint called ‘ZombieGeneralBP’ and when it collides with a projectile spawned by the player it should change its variable called ‘health’. Using ‘OnComponentBeginOverlap’ I cast to the projectile actor, and check if who spawned it, player1 (server) or player2 (client). Then it should change the value of the variable ‘health’ but the client does not change to the server, and the server only changes when ‘health’ is set to replicate. What is wrong in the blueprint:
I also tried this:
The server updates the variable, the client does not.