I’m try to get my project working for multiplayer and debugging a lot of stuff, but pretty new to the replication side of things. Here is what the HUD looks like in game. The health (red) does update when I spawn in… I.E. I set it to 90% and it shows that, etc.
I did find one intersting thing out. When playing in the server viewport, when I press the heal button, it update the HUD for the client. So it shows the client HUD now at 100/100 instead of 90/100. But the server (who’s HUD I want to update) doesn’t change. The inverse doesn’t work - when I heal as the client, the server’s HUD does not change.
The problem may be is that you need to create a widget only on client side and that widget should only calculate your HP bar on client side as well (so those events you showed that update the hud), while logic for replenishing the health should go from client>server>back to client. https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf Here’s a great link for better understanding of how replication works and how certain entities like HUD and stuff like that are replicated.