Problem with multiplayer damage when health is stored in player controller

Let me get to my laptop.
In character class:
image

Straight out of my working research projekt. But if you cache the controller be ware that if you change the possesor of the pawn you have to handle that too.

On a Multiplayer solution the players get indexed so you are just referencing the player controller at index 0. That explains your behavior shown in the first video.

1 Like