I am experimenting with multiplayer basics in the ue5 blueprint . I have created a custom player controller and a custom playerstate . in the playerstate i have added a replicated float variable called health .
In the player controller , I have created a “run on server” rpc that just gets the player state and increments the health value .
Also i have added an umg that bind and display the health value on screen I am testing with a liseten/server option and 3 clients .
If i call the rpc from any window , it updates only the health value on the server and not on the caller player .
Any idea on what’s going on?