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Adding a Widget on a Listen server shows on all clients.

So I have been trying to figure out this bug for a week or so now and I have finally narrowed it down to this one odd case.

When you add a widget on a listen server (Where one client is playing as a listen server and everyone is connected to him) the widget appears on all the other clients also. This generally ends up in all the other clients but the listen server client having 2 of the same widget up.

In the screenshot below if you remove the Is Server check you will see that the listen server will get 1 creation of the widget but all other connected clients will get 2 creations of the widget. 1 of the listen servers and 1 for there own client ending up in 2 widgets being created.

Is there any way to stop this from happening? I would like the listen server to get the widget also but I do not want it duplicated 2 times on all the other clients because of it.

This is all done within the HUD Blueprint.

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asked Nov 10 '14 at 10:24 AM in Blueprint Scripting

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Toom
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avatar image Toom Nov 10 '14 at 10:26 AM

It almost seems like the initial widget creation on the listen server is replicated to all the other clients in addition to there own creation of the widget?

I forgot to mention you have to uncheck Use Single Process to see this happen. (Since this is how packaged games would all be operating as single processes)

avatar image Toom Nov 12 '14 at 11:53 AM

I am starting to think this is a bug with UMG / Listen server. Something to do with how UMG's are created on a listen server?

avatar image Adam Davis STAFF Nov 12 '14 at 05:15 PM

Hi Toom,

Try adding a switch has authority after the branch to see if forcing it to come from server side prevents the double widgets.

avatar image Toom Nov 13 '14 at 02:53 AM

Well the ultimate goal is to have the ability bar created on the player that is also acting as a listen server but also on the clients that connect to.

The moment the listen server is told to create the widget and add it to viewport and a player connects to the listen server. The listen server is also telling all clients to add that same widget to all the clients viewport. This makes a unuseable widget ability bar on all the clients that they can no access or do anything with. When the client reaches there point in the blueprint to create there own local ability bar it does so and the client can interact with its own ability bar but the listen server created one is always in the background unuseable by the clients.

This is even reproducable with a stock third person project. Create a simple hud that say displays the text of what the current clients controller is. Then run the editor with use single process unchecked and 3 players and as a listen server.

You will see that all players (besides the listen server client) ends up with a two text showing different controllers instead of just there own local one.

The strange part is that on a dedicated server it does not happen and it does not happen if you run as a single process in the editor.

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Hi Toom,

If you are disabling Use Single Process to test your game, you may run into problems. Use Single Process was added so all clients and server would run in the same process as the editor, and just spawn multiple viewports to represent these new instances of the game. All of these instances are running in the same process, and sharing the same memory, which is much faster. Otherwise, it can take a long time to spawn all those processes and take up a lot more memory, which might be causing the communication issues you're seeing now.

The ability to turn this off is just to debug issues when things are broken. If you're looking to test in a more "real world" setting, use Launch game or actually package the game first.

If this issue still occurs with Use Single Process enabled, please reopen this thread. Hope that helps!

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answered Nov 24 '14 at 10:16 PM

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