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Client Widget not updating

I'm following the UMG inventory tutorial to make some items and a health bar. I'm trying to add some networking features to this. I have a simple Widget that displays my health using a binding to get a value in myCharacter. No matter how I try to setup creating the widget, the clients never functions properly, only the server. The server updates and displays the health properly, but the clients always reads as 0, or has no widget at all.

Initially I tried creating the widget inside the characters BP on begin play, even using switch has authority and run on server events. No dice. Moved it to the player controller BP to try there, same thing, finally tried placing it in the HUD blueprint, same issue.

Am I missing something? Am I just not understanding replication? The Clients HP value is being properly set, both the server, the client and additional clients have their HP at 200, checked it using a print string.

Ive attached images of my widget setup and binding. An example of it working on the server only, my widget creation and my character initialization of its stats. Any help is much appreciated as I think it will help me understand replication. I've been able to grasp the simpler concepts of running stuff on the server, but "owner" and replicating stuff spawned by the client, etc etc has given me a lot of trouble. You can ignore the Level and XP floating text, its for debugging another system.

Thanks

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Product Version: UE 4.7
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asked May 14 '15 at 09:09 AM in Blueprint Scripting

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esquire
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