Hey i was hoping someone can give me some advice on UMG.
Atm am hooking up gameplay systems to my UI and all good until i start testing it under difrent conditions.
Now server side / in editor (PiE) it is working fine and when spawning in UI e.g: Health Bar is updated to show correct value.
But for clients the Pawn for the controller is not valid at the time My extended HUD class creates HUD/UI Widgets.
So when the client player is spawned and loaded in, the value is not set and wrong value is displayed for progress bar.
Can anyone tell me when i can safly assume that the controller possesing the pawn is done and is valid?
On Possessed, Begin Play for both the character itself or in the controller don`t do the trick.
I did find a work around and updating the value in the Tick Event for the widget.
But it be realy nice to know if there where a event or place in the call chain where Controller, Pawn and HUD is all valid.
Thanks for any advice on the matter.