Multiplayer Health Bar

I’m going to be honest. I was wrong. The method of switch has authority, then run on server or multicast is problematic at least. The reason I was using that is because I don’t think you can call server events from clients. But it appears that sometimes you can? I’m still learning this also and there are not a lot of good resources I can find.

Maybe try getting rid of the switch and just run on server?

Check that your variables are replicated (I don’t know if they should be or not) probably LOL

Event Any Damage is a server only event. So if your using that at any part of this you could be getting errors from that.

Player index is for LOCAL couch style multiplayer I believe. I think it returns 0 as server and 1 for all clients. I don’t think it will be much help.

It seems like your player controller (which owns your pawn) is owned by server also so you could try running things on server there too.

I think the multicast setup I showed is good for explosions. You wouldn’t multicast from every client because every client would then send to every other client. Maybe for variables you can go straight to run on server?

This link wasn’t super helpful but at least he tried to help.
UE4 Networking Compendium.

https://www.google.com/url?sa=t&source=web&rct=j&url=http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf&ved=2ahUKEwj8h7zVgNHtAhWVGc0KHe6cAmQQFjAAegQIAxAC&usg=AOvVaw26JglvIiA88TBUm_vwUwc0

this guy appears to know his stuff. I’m working through this tutorial hoping to learn some more