Got it WORKING!
Ok, as a novice I am sure I am doing things all kinds of wrong, BUT it works. I’ll continue to dig into replication and learn best practices. This is what I did:
- NOT using my
UpdateHealthServerevent on the server - NOT using my
UpdateHealthevent on the owning client or as multicast. - NOT using a reference to the
BP_UW_Healthwidget blueprint in myCharacter_BP
I had a name over my character in the game that was working fine. I looked at the function to display the player name of other players. I noted the player name was coming from the Player State and therefore replicated.
I applied this logic to my health bar. My Current Health and my Max Health variables needed for my progress percent in the BP_UW_Health' widget are replicated. On tick, I call this function in the Character_BP` (using Character_BP as a generic term) and the replicated variables properly update the healthbar on all clients.

Woot!
Let me know how this is all kinds of messed up and I will refactor, but it works!


