Has 4.17 changed Widget behaviour on multiplayer?

I’ve created a widget how i’d always do in my prototypes, get player character at inex 0, create a widget, add to viewport.

but when testing with 5 x clients on a dedicated server it overlaps as many times as there are connected clients, but for some reason this only seems to affect the child widget that is added, and not the main blueprint itself…

210857-2017-08-23-17-04-50-magicv4-unreal-editor.png

210858-2017-08-23-17-05-07-magicv4-unreal-editor.png

the only work around i’ve found is to do:

which works exactly as expected, but its not something i’ve had to do before(but i’ve also not played with child widgets before either).
results, no overlaps, so when i go to change the image/text in the widget it looks exactly as expected:

210860-2017-08-23-17-05-54-magicv4-unreal-editor.png

(hit image limit here, will add last image in comment)

Is this normal or is this a bug?

Last image:

210861-2017-08-23-17-06-06-magicv4-unreal-editor.png

I had this problem too, after investigating I found out “Single Layout Pass” is by default enabled in 4.18 (maybe 4.17 too?), after disabling it the Widgets started behaving normal in multiplayer.

Still waiting for someone to explain why widgets behave strangely in multiplayer when Single Layout Pass is enabled

You will find it in the settings of the “Scale Box”

220531-slp.png