I have a Widget actor with a slider on it that can be dragged and dropped via a WidgetInteraction on the player characters. In single-player this works just fine, but when I add another client locally, the slider flickers between the value where the cursor is at and 100%.
At first I thought this had to do with replication of the value. But I deactivated the replication and just let the slider modify a local float value and the slider still does this when there is another client.
I wrote “Ignore this” because the flickering happens whether the OnMouseCaptureEnd event is linked or not. And the bug happens while I hold down the mouse button, and not when I stop pressing.
Sounds more like a UI input/focus conflict than replication. Check that only the owning client is handling the WidgetInteraction and that nothing else is resetting the slider value each frame.
Thank you. This seems to be the right direction. I found out that each player has a pointer index and a virtual user index which they seemingly all set to the same value. (probably 0?) I guess this is important if you have a split-screen game where multiple players would interact with a wdiget on the same client. But in my case, I have multiple players on different machines interacting with widgets and each one thinks they are number 0. For testing purposes, I set the index on each client to a random number and if there is no overlap of the randoms it works. But I couldn’t find a method to get the player number or client number. (Like server: 0, first client: 1, second client: 2, etc.)