I’m using a Widget Blueprint for my in-game HUD, but when creating it in a multiplayer match it gets duplicated. I print out “Created HUD” within On Begin, which is printed out multiple times per client, and I also print out “Set Character” within the actual Widget, when I’m getting a handle to the character, which prints out negative clients.
This is what my HUD looks like within the editor, using 9:99 as placeholder text.
And within a MP game, it gets overlapped by a second HUD, and only updates the newest one.
Here is my blueprint in FirstPersonCharacter that simply sets up the widget.
With dedicated server:
FirstPersonCharacter Blueprint
LogBlueprintUserMessages: Client 1: Created HUD
LogBlueprintUserMessages: Client 1: Created HUD
LogBlueprintUserMessages: Client 2: Created HUD
LogBlueprintUserMessages: Client 2: Created HUD
LogBlueprintUserMessages: Client -2: Set Character
LogBlueprintUserMessages: Client -2: Set Character
LogBlueprintUserMessages: Client -2: Set Character
LogBlueprintUserMessages: Client -2: Set Character
With listen server:
LogBlueprintUserMessages: Server: Created HUD
LogNet: Join succeeded: 361
LogBlueprintUserMessages: Server: Set Character
LogBlueprintUserMessages: Client 1: Created HUD
LogBlueprintUserMessages: Client 1: Created HUD
LogBlueprintUserMessages: Client -2: Set Character
LogBlueprintUserMessages: Client -2: Set Character