How to use Set Owner Player node

Right, but I’m trying to find a way to reference a Local Player object, not a Player Controller or Pawn.

It’s okay though, I found a way around it. Instead of including the widgets as components on the pawn, I put them on a separate Actor which is added dynamically whenever the Pawn is possessed. It adds one of the same widget for every locally-controlled pawn.

For some weird reason, all the widgets are invisible when “Only Owner See” is ticked unless the owner is a certain Pawn, as far as I can tell (luckily it’s the main pawn type used during gameplay, but not the default pawn). I have no idea why it doesn’t let the Player Controller see it if it is the owner, or any other kind of Pawns, so the widgets all disappear off of the other players they are following around when the owning pawn that generated them is destroyed.

But that’s good enough for now. I just wish I understood why it’s so picky about what you can set as an owner.

Long story short: I used Actor ownership instead of widget component ownership to get around the problem since there is apparently no way to create a Local Player object to set on a widget component reference, and if I retrieve a Local Player reference from an existing widget component, then it’s ALWAYS LocalPlayer_0, even when the widget is on a different splitscreen player. I wish there was some documentation I could read on why it is that way. But my workaround is probably good enough.