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UMG binding text to variable in multiplayer

I'm trying to make a way to display names in a multiplayer game. The server generates a name, gives it to the pawn and the pawn displays it with text above their head for others to see(for testing). On a UMG based hud, I have a text box at the bottom left that is bound to a variable. The pawn takes the hud they just created and sets that variable. However, It displays everyone's name at once. What can I do so that it only shows the controlling pawns name.

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asked May 15 '15 at 12:20 AM in Blueprint Scripting

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_cDub
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As it turns out, binding a text block to a string variable doesn't really work in multiplayer games. Instead, I bound it to a function. In that function I have an interface that retrieves the text.

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answered May 15 '15 at 06:32 PM

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_cDub
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Your Controlled Pawn is the one who have a controller and in a remote, just check that 2 condition.

Pawn in server is the one who have a controller and in authority.

And client pawn is the one who don't have controller and in a remote.

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answered May 15 '15 at 01:31 AM

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Duncan Dam
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avatar image _cDub May 15 '15 at 04:00 PM

What are you trying to say? That I should have the client decide his own name?

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