How does the player index on multiplayer?

Hi, how does the Player Index work on MultiPlayer? I ask this because I set a variable on a Class BluePrint and I passed its value to the HUD BluePrint with a BluePrint Interface. The problem is that if I go on the MultiPlayer, this variable is set to everyone.

playerindex does not work for multiplayer in a network as you would need to assign the number to each player as a constant. I think application would be better seen if you are doing a splitscreen or all players are on the same computer and you know the exact number that are active.

You need to use a GetController then cast to the HUD that the controller owns.

I did this, but the variable “Is time frozen” is set to everyone.

http://puu.sh/9XZeD/a42039507f.png

ok if that’s the way you are trying to do something then from the OnComponentBeginOverlap pull a wire off the OtherActor cast to your Character blueprint which will be the player who is overlapping then get that characters controller->GetHUD

I did this, but the variables aren’t sent to the HUD.

http://puu.sh/9Y1mP/57abd7f91b.png

From here you would need to look over your interface how it is interacting with your HUD.

Also do you have the interface added to the HUD?

On the HUD I did this:

http://puu.sh/9Y3Qy/766b97bc19.png

Solved here: Player Index on MultiPlayer - Blueprint - Unreal Engine Forums

that info is from over 3 years ago and i think player index is different now