Kill mechanic problem

“GetNearestPlayer” filters itself by comparing the distance to the player to 0.

The killer and the victim are the same Character Blueprint Class (BP_AUCharacter_2)
As for the “GetPlayerCharacter”, I’ll change that later, that’s not very important for me now, the nickname is not gonna be shown right after death.

Yes, the replication is in fact important here but I meant that my goal, for now, is to at least make it work locally for the victim. And yep, the outcome you wrote is right.