Yeah! The actionbarslot_base -> on drop is the correct location to look! As you can see in the lower graph when you know the spell you only have to call “Update Action Bar content” from the prototypeUI_Controller!
If you dont know the spell you should first find it (I use the function “Get Spell” (also in the controller)) where you only give the spell class!
The thing with multiplayer is that the user interface kit is supposed to be a UI only kit (Dont forget the UI is supposed to run locally only!). We didn’t want to touch the underlying mechanics of anyone’s systems. So the only thing we did was give examples of how those mechanics can be implemented(so you can learn from and hook up your own). Don’t forget we wanted to make easy for anyone to follow the BP code and understand how it works in case he wants to hook it up with his own system. Making something multiplayer by changing stuff that is supposed to be examples and making them harder to follow and more complex is not something I am fond of! Anyway I will think how it could work without making it more complex and I will post if I get somewhere! Thanks!