Server spawning twice

hi im trying to make a multiplayer fps but when the server and client spawn in i think its spawning the server twice , i think this because before i did respawn and started match the server would say hello and the client would aslo say hello and both server and client did the correct damage , but now i add respawn from ragdoll the server says hello twice ,the server also deals twice the damage , i am at a loss with what it could be please help lol



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The server will print for each client. If you have 3 clients it will print 3 times.

To keep the server or client from printing you need to use flow logic.

Useful nodes:

Switch has Authority… macro that uses “Has Authority”.

thank you for the reply , my issue is the server deals the damage twice , so 1 projectile hit takes 16 damage from the hit character , the clien reports the correct hit damage of 16 but the server hits twice with 2 print strings saying 16

Is this a “Printing” issue or is the server actually deducting twice?

Debug it.
Run with 3 clients. If it prints Server: 16 three times, it’s a printing issue. Your Print string node doesn’t have any flow logic to prevent printing in specific scenarios.

IF damage is deducting twice (100 - 16 - 16) then your issue is with how you apply/deduct damage.


Is Server (NOT) - Branch → Get Role == [enum](Autonomous Proxy) → Branch → Print