Running logic on one client only, instead of on all clients

I have setup the beginnings of a MMO and I’m currently working on the show/hide of a text render in UMG if the user gets near an object. (‘press F to talk’ or ‘press f to cut down tree’ for example) This happens in a widget that is spawned when the user logs in.

I have added a ** Switch has Authority ** right after the event (which is set to No Replication), but my problem is that this replicates to

  • every * client, probably because they are in the same session…

MyCharacter blueprint:

What happens ingame:

This is a major problem because I obviously don’t want a player miles away from me to get a ‘Press F to talk’ when I go up to a NPC.

So how do I run logic on just one client instead of on all of them?

Extra information
This is a blueprint project, players all join the same session when logging in.

I don’t know if you still need help but nevertheless…

My guess is that “switch has authority” has no use in this case. Because this macro only checks if we are a server or not. I think setting the event to “run on owning client” would be a way to tackle this…