Local Player Subsystem in Multiplayer setting

I’m using a local player subsystem in a multiplayer game to handle communication between server and UMG Widgets but for some reason, it appears that all clients are using the same local player subsystem.

Has anyone experienced anything like this before and how did you resolve it?

i have an error with local player subsystem in enhanced inputs, i fix it use the “is locally controlled” or “is local player controller” node with a branch