Problem with multiplayer damage when health is stored in player controller

Hi @AdhDyslexie!

So we can get some more insight, would you mind sharing the portion of your blueprints that call the player damage event and/or handle replication?

In the meantime, here is some live training that directly addresses health in a network multiplayer environment as a possible solution or insight into your issue:

Network Multiplayer Fundamentals | Live from HQ | Inside Unreal

Any additional information you can provide will be a big help!

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