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How to replicate Widget text in Multiplayer

What Ho Chaps!

I've been trying to create a multiplayer chat system using widgets but to no avail it seems when it comes to extracting text from committed editable text inside a widget and getting it replicating out. It works perfectly fine for the server but when it comes to the client side I just can't seem to simply get a piece of committed text out anywhere.

I've had it casted to Player States and Game States and both and everywhere (I've literally casted it more times than Harry Potter's casted spells) with every possible combination of replication settings (I've managed to get score boards and everything else working perfectly fine), but I just can't get a piece of text, which I type in and press enter in a Widget on a clients screen, to go anywhere else but the Clients screen.

In an ideal world, I should just be able to cast it once to lets say the PlayerState or GameState, but it doesn't seem to have it, and there's no way of doing it within a Character Blueprint internally like a node which asks for typing input (correct me if there is and I just don't know it).

All to sum up, I just need to be able to get a text variable created in a Widget into a Game State or into my Player Character on my client and for it to be able to replicate beyond.

I imagine it's a problem many are having for lots of other cases as well and any help would be much appreciated.

Product Version: UE 4.7
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asked Jul 28 '15 at 07:15 PM in Blueprint Scripting

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