Widget thinking both clients are client 0

Im sorry if this comes out a bit simple and hard to answer but basically I have a character selection widget for multiplayer but both my clients show up as “Client 0” which makes it possess client 0 only, very weird, I think it might be a bad reference node. sorry if this is really bad explanation its 4 am and loosing my mind haha.

Do you mean that when you output PrintString in the corner of the screen you see for two clients the same name (which is output by the engine itself) at the beginning of the message?
If so, that’s really weird, what are your simulation settings? Maybe it’s them (I’ve never seen that happen though). Are you sure you’re connected to the same server?

Or do you mean something else?
Can you make a screenshot of how you get the client index and what the result is?

yes, sharing screenshots of your code setup with help understand more about the problem!!

widgets only exist on the client which means all players are player 0 to them. only the server has reference to all players.

you can set a variable on the player if you need to identify them, or use something replicated like the gamestate/playerstate

Yes that is exactly what’s happening, ill try to post some screenshots this afternoon. It was working very good when I wasn’t using modular widgets

Ahh ive found it, it was a get actor of class that i had for a placeholder referance to the controller just needed to make a proper ref, Thank you all for the replies!