Hey all, so I’m working on my first multiplayer prototype. Most everything is replicating properly and it’s looking good. I’m a bit stumped though on getting widgets to appear on a client when the client doesn’t own the widget. As an example, below is an interface function I have on an actor pawn that’s supposed to hide the instigator’s HUD, then display dialogue from the state tree. This runs perfectly for the listen server. Unfortunately, the HUD reference I get here returns invalid for the client (though the controller is valid and correct), so the HUD doesn’t disappear.
In my interaction component, I use a server run an RPC event that executes this interaction function (also shown below) to make the logic replicate properly. So, clients can do things like open doors, and actors are destroyed when picked up and added to an inventory, for example.
Now, if I change the event to a multicast, then the widgets work fine, but now the client can’t open doors or destroy actor objects they “pickup”. I probably could just make these two different interaction types, but I would rather exhaust all other possibilities first for the sake of simplicity and optimization. So, any suggestions or feedback would be super appreciated!

