To start, I know widgets are not replicates and cannot ever access the server directly. This is purely a client side thing.
I have an interface that fires from one widget up update a series of other widgets. It works fine when I am playing in single player. However, then connected to the dedicated server, I see the interface being called, but it’s almost like the receiving widgets don’t recognize it as the same interface.
At this point, Im literally call it on begin play and printing strings.
Works fine in single player, nothing on the client when connected to a dedicated server. Any ideas on this one?
Widgets are running on the client, so if an event is received by the server it needs to be propagated to the relevant client(s). If the widget tries to modify something then the server needs to be warned since it has the authority.
So you need to determine who is making the call? If the client is calling the client there should be no issue. If the server is calling the client then it needs the player controller of that client and issue a UFUNCTION(Client, …) call. If the server is calling all clients then you need a UFUNCTION(NetMulticast, ..) call.
Thanks for the reply. I was out of town hence the late response from me. Purely client. No server side stuff at all. The interfaces just don’t fire when connected to a dedicated server.