hello all,
im currently having an issue were my text for multiplayer is displaying more then one value. It only happens on the client side so i am not sure if its trying to display the server value and client value at the same time.
Can you show where this client even is called ?
You can probably avoid calling this client event by using begin play for example. The IsLocallyControlled is used to only create the widget if the player is a local player.
The only issue I can see with this is if the Pawn wasn’t possessed yet in BeginPlay, which is the case too many times. The correct approach is to use the Possessed event, which is server only and call a client RPC there, notifying the client of the possession and then you can proceed with your code, i.e. check IsLocallyControlled, etc.