I’m pretty sure that’s what private does. Once its called from playerUI it can no longer be accessed anywhere else.
What if you made multiple versions of the timer?
I don’t know how this would work in code but in devices my thought is you set a timer, that then triggers a relay to push out a start event to an array of timers so that there is 1 timer per player in the game.
To do it in code I think you may want to look into passing additional information by wrapping a subscribe function.
https://forums.unrealengine.com/t/guide-to-event-subscribing-with-additional-parameters-handler-functions/793925
If you figure this out I’d be very curious to know how