Multiplayer events

That’s what I figured but the results I’m getting when I test don’t follow and it’s really confusing me. Here’s another try using gamestate’s player array. It triggers after playercontrollers possess their character pawn :

With that, I get the following result: first client/server gets all new player nameplates right but any new clients joining get default value in all player name plates. I set the widget component and any parents to replicate too. There must be something more basic that I’m missing…