# Run Console Command on Client Side

**URL:** <https://forums.unrealengine.com/t/run-console-command-on-client-side/298094>\
**Category:** Blueprint\
**Tags:** console-commands, console-command, unreal-engine, Blueprint, question\
**Created:** [November 4, 2014, 5:41am UTC](https://forums.unrealengine.com/t/run-console-command-on-client-side/298094 "2014-11-04T05:41:20Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_dc0d32e31](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_dc0d32e31](https://forums.unrealengine.com/u/anonymous_user_dc0d32e31)\
**Post date:** [November 4, 2014, 5:41am UTC](https://forums.unrealengine.com/t/run-console-command-on-client-side/298094/1 "2014-11-04T05:41:20Z")

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How can I use the execute console command to that the command will only run on the controlled player. For example, Im trying to make it so that when you press tab, it lowers your framerate only, but it also lowers the other clients running. How can I fix this?

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**Author:** ![Ryan\_Darcey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ryan\_Darcey](https://forums.unrealengine.com/u/Ryan_Darcey)\
**Post date:** [May 15, 2016, 11:28pm UTC](https://forums.unrealengine.com/t/run-console-command-on-client-side/298094/2 "2016-05-15T23:28:59Z")

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I’m running into the same problem here 😕 When I trigger on client, I get nothing. When I trigger on server, it triggers on both server & client.

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**Author:** ![Dodgin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dodgin](https://forums.unrealengine.com/u/Dodgin)\
**Post date:** [May 16, 2016, 1:17pm UTC](https://forums.unrealengine.com/t/run-console-command-on-client-side/298094/3 "2016-05-16T13:17:18Z")

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See this question I just answered. You have to be careful about netcode:

> **[Server update only client](https://forums.unrealengine.com/questions/420508/server-update-only-client.html)**
>
> Hi, Im currently trying some multiplayer and networking stuff. Ive been watching unreals own networking videos, but I simply cant get it to work. What im currently trying is that I have created a new actor blueprint that is placed in the level...

You need to target a specific client.

You can achieve this a few ways:

1. Client only event
2. OnComponentBeginOverlap node provides an “Other Actor” pin that you can use to get that instance of the actor. As for it’s owning client, well now you have it!
