Question about Widget Replication

I’m going through a tutorial on creating a multiplayer inventory system. I’m getting an error when the client opens their inventory widget. This is the error:

Blueprint Runtime Error: “Accessed None trying to read (real) property BP Third Person Player Controller in BP_ThirdPersonCharacter_C”. Node: Branch Graph: IsValid Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter

If opens fine on the server side. If I replicate the Thirdperson Player Controller everything is fine. I’m new to multiplayer and from my understanding this is bad practice so I’d rather not do this if it is. Any thoughts on how to get rid of the error?

Ok, I did go through the tutorial again and indeed the reference to the Thirdperson controller is replicated. It’s working as expected but I still have the question: Is replicating the Thirdperson controller bad practice or did I get wrong information?

Client gets a copy of their controller.
Server gets a copy of all controllers.
No copies are replicated to any other client.

Do not Replicate Controllers.


Conditional flow check your logic for Proxy execution.
Get Local Role == Autonomous