Weird bug in network

When Client1 and Client2 cast ability at the approach time,if Client1 cast first then the CanAbility will always be flase after Client2 EndCoodDown,if Client2 cast first then the CanAbility will always be flase after Client1 EndCoodDown。

But if not cast ability at the approach time will be fine

Hello Mesliboo,

I’m not a network expert, but I’m taking a wild guess here and saying that maybe the problem is the “GetAllWidgetOfClass” node. What caught my eyes is that on a network, the HUD and UMG widgets only exists on the client (or server-client), not on the server. On your current setup, you’re calling a server multicast that gets all widgets from class “W0”. Maybe try to work arround that?

My guess is that by executing “GetAllWidgetsOfClass” on a server it may be getting the widgets from client1 and client2 (wild guess). This may lead to the server overriding the timer event that would be executed on client1, thus leaving “CanAbility” always false on client1.

Here’s a image of what I’m trying to tell you:

Hope this may help you out pointing into a direction…I’m curious to know why this is happening though.

Cheers!