Networked Multiplayer Testing - Focus issues

Hey guys,

today I ran into a big problem when testing my game’s multiplayer functionality. Basically, I have multiple clients (New editor windows) with HUDs that can be navigated through mouse+keyboard or gamepad. I cannot, however, focus a UMG widget within each window as the other window’s widget will immediately lose focus (i.e. bringing up a menu on client1 will prevent client2 from interacting with the HUD by “stealing” focus). Is this working as intended? If so, is there any workaround? I’m certain it would work just fine in a packaged game running on different machines, however, for testing purposes it would be very nice to have that kind of feature. Help is appreciated. :slight_smile:

Regards

Can you provide screenshots of your player controller blueprints that initializes the widgets?

Is the focus being lost when you alt tab out of one client window and into the other?