Kill mechanic problem

Sweet, that’s progress, nice work. That solves the core mechanic of your game. Now, let’s take it one step further. The next piece you had going on was that any hud widgets were removed from the screen of the victim. Again, a couple of ways this can be handled. Let’s go the easiest route first to see what that looks like.

Actors have an event called Destroyed which fires when an actor is marked for destruction. Let’s try to use that in order to remove the widgets. In the event graph of your character, add the “Event Destroyed”. Since you are destroying a replicated actor from the server, this destruction propagates to the clients. This means that “Event Destroyed” will fire on both the server version, and client version of the victim. That’s important to keep in mind as we only care to remove the widgets from the screen that is controlling that particular pawn. The way you check for this is through the node “IsLocallyControlled”. So after event destroyed, check whether or not the actor is locally controlled…if it is then go ahead and remove the widgets.

Give this a shot and let me know how that works. I don’t have the editor up in front of me so I can’t test that the “Event Destroyed” actually executes on both but if memory serves me, it should. Otherwise, there’s another plan of attack.