I’m trying to update my clients HUD when it takes damage.
I have a blueprint component on the player character that contains relevant player status variables like health
and an interface to interact with it from outside of the blueprint (if needed)
My HUD is initialized on the controller, but hit events from projectiles (ect.) happen on the actor level.
So im trying to pass a reference from my controller to my pawn about its HUD, so i can update it when the current health variable is changed by the server.
Everything is working fine, each controller is aware when its health changes with rep notify, each players health is unique.
The trouble comes with trying to update the hud, if i do something like getController > get HUD > set HUD reference on player character. The hud variable on the character is only valid on the listen server, so only the servers hud updates. If i shoot a client and try update its hud i get a null reference.
If i throw in a bunch of debug print strings for the process, most events that should be running client side are coming from the server, at least thats what im getting from the debug message “server: Hello World”
So i guess for some reason, the setting of the HUD is only happening on the server, so the client isn’t aware of that variable locally.
I can’t figure out why its not running client side even when i call a simple event to set the variable on possessed pawn from the controller (which isn’t replicated)