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UMG HUD not working over network play


I have a problem when i test my game in multiplayer the progress bars in my UMG hud does not update on the client. Only the server gets it.

I have Progress bars that displays Stamina and Health and the Percent is binded to MyCharacter.Health Value as i said before works fine on Singleplayer/Server but not for Clients.

To simplify my problem and to find the solution i made a new project with only the vital parts Same problem in this simple set up, the clients wont get the hud to display the value. Works fine on server/singleplayer

Character BP


UMG HUD BP Designer

Product Version: UE 4.8
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asked Jul 11 '15 at 02:14 PM in Blueprint Scripting

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avatar image eXi Jul 11 '15 at 05:18 PM

Would you mind sharing a picture of the part where you actually bind the value? So the function inside of the Widget.

Also the part where you calculate the health for the players.

avatar image Garderoben Jul 11 '15 at 06:31 PM

Hi, thanks for responding, ofc i added the picture to the orignal post

avatar image eXi Jul 11 '15 at 07:56 PM

Ok, why are you limiting this to the Server? With the Switch, you prevent the client from updating the variable. It will just stay at its default value. At least if you don't modify the value somewhere else too.

If you want to calculate this on the server and replicate it to the client, you need to set the variable to replicate. Then the client will get the correct value.

I would also not work with a delay in the tick. Better use a timer and seperated function for this.

avatar image Garderoben Jul 11 '15 at 09:11 PM

The thing is, even if i hook it up directly to Event Tick it does no different, and if i set the Variable to Replicate no difference.

It is working, if i print the stamina value by string it works! but the progress bar will not recognize this and only display 0

avatar image Garderoben Jul 11 '15 at 09:14 PM

For my purpose i don't need it to replicate on the server, i would just have it set to client, but cant get it to work on other places than on the server/singelplayer

avatar image Garderoben Jul 12 '15 at 08:42 AM

Updated with a new project with only the vital parts, still same problem. Check the new pictures.

avatar image Alfrink Nov 15 '15 at 12:53 PM

I know that this is a few months old by now, but did you (or anyone else) find a solution? If yes, I would appreciate if you'd let me know. I'm sitting on the exact same problem right now.

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Check if the variables are replicated properly and cast to the clients from the server > https://wiki.unrealengine.com/Networking/Replication

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answered Jul 11 '15 at 02:40 PM

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avatar image Garderoben Jul 11 '15 at 04:23 PM

Hi, why would i need to replicate this? cant it just run on the clients?

but for the sake of it, i set the float Variables to Replicated with out any success, the progress bar still not show any thing.

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