Hi Iamlazar.
No problem. It can be difficult to understand networking in Unreal if you’re not used to it.
Just like your previous example, I think you are over complicating things.
In the second pin of the sequence, you are accessing a variable player cast, getting the owning player controller, and getting the ID.
You are already inside the Player Controller blueprint. Player controllers are only accessible by the owning client, so this check is not needed.
You also need to check your authority level. Begin Play on the Player Controller will execute both on the server and client. Widgets can only be seen by the client so make sure this is only running on the owning client.
I also see you are not storing a reference to the widget after it has been created (The return value from the ‘Create WBP Player HUD widget’ node). If you do not store the reference, you cannot access it later as the variable will always return null.
So in this screenshot from my PDF, the variable “PlayerHUDWidget” would have been set to a return from a “Create Widget” node.
One other note as well. The Game Instance is only visible to the server-side of objects (like the game mode), so make sure you’re not trying to access any properties on the client. If you do need to access a Game Instance property on the client, set the variable on the server and have it replicate down.
All the best.
Alex