Hey! I’m making a sort of health/status bar that looks at what gameplay effects are added to a player. Basically when a effect is added, it fills the bar a little bit and when the effect gets removed, the bar goes back. I have it working super clean and well for single player but doesn’t work for multiplayer at all.
From what I gathered whilst googling, this event doesn’t work for networking at all. It doesn’t seem to work when I input a client pawn, it will only ever fire when the server runs the event. I tried to get around using the event by using straight tags instead but I need to know which effect was applied, not just that a effect got applied and I can’t hard code each tag as they are dynamic.
I moved the event to the pawn which seemed to work and fire fine but I can’t send the information to the widget for some reason. When calling an event or event dispatcher, all the information is nulled. The even fires but the active gameplay effect I send loses the information somewhere along the way.
I’ve double checked everything I feel like, the client gets effects added, the client pawn running the event with the client input, the server running the event with the client input, running the event on the pawn instead of a widget and more.
How can I do this?
