# PrintString/Text called from UMG event in PIE reporting Client -2

**URL:** <https://forums.unrealengine.com/t/printstring-text-called-from-umg-event-in-pie-reporting-client-2/362917>\
**Category:** UI\
**Tags:** pie, unreal-engine, Multiplayer, bug-report, question, UMG\
**Created:** [July 4, 2016, 5:35pm UTC](https://forums.unrealengine.com/t/printstring-text-called-from-umg-event-in-pie-reporting-client-2/362917 "2016-07-04T17:35:42Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![tmek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tmek](https://forums.unrealengine.com/u/tmek)\
**Post date:** [July 4, 2016, 5:35pm UTC](https://forums.unrealengine.com/t/printstring-text-called-from-umg-event-in-pie-reporting-client-2/362917/1 "2016-07-04T17:35:42Z")

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Issue: Normally calling a PrintString node from a client window when in PIE will display “Client N: [string]” Where N is the client window number. However i’ve found that if you call PrintString from within a widget event it will always say “Client -2: [string]” (client negative two) no matter what client window it’s run on.

To replicate

- make a widget with a button
- add event on button click that calls node PrintString “hello from widget event”
- add CreateWidget and AddToViewPort nodes to display widget from level blueprint’s OnBeginPlay, also call PrintString “hello from blueprint” from the level blueprint
- run multiple client windows in PIE
- click button from any client window.

You should see this in the console after clicking the button…

[![](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/a/9a086e6781a9123f9a3c5359c1bd45cffd8320b5.png) ](https://i.imgur.com/58zGrMW.png)

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [July 5, 2016, 2:03pm UTC](https://forums.unrealengine.com/t/printstring-text-called-from-umg-event-in-pie-reporting-client-2/362917/2 "2016-07-05T14:03:38Z")

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Hello tmek,

I was able to reproduce this issue on our end. I have written up a report (UE-32781) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

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**Author:** ![JonathanArmstrong](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JonathanArmstrong](https://forums.unrealengine.com/u/JonathanArmstrong)\
**Post date:** [March 13, 2021, 10:27pm UTC](https://forums.unrealengine.com/t/printstring-text-called-from-umg-event-in-pie-reporting-client-2/362917/3 "2021-03-13T22:27:45Z")

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@EpicGames Please look back into this bug. It has previously been closed as “won’t fix”. I’m not getting it for a UMG, but it is intermittently breaking the OVRLipSync plugin. The visemes output only register properly when the client output is consistently Client -2 (not a split Client 0/Client -2).

 ![332379-unreal-client-2-ovrlipsync-01.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/5/3/2539ed3fb6abc37a884893e68f46b47dc4c4a9ec.png)

 ![332380-unreal-client-2-ovrlipsync-02.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/5/9/d599593e61f2420a7eedab725003529826a0ac90.png)
