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Do i process other player's begin play and tick?,Do I process other player's begin play and tick?

Hey,

I'm asking something about optimization. I want to know if my thinking is right and hear your thoughts about how the system works.

Let's say I'm playing with 3 more players in my scene (Let's say it's multiplayer). That means I have 4 actors of the same blueprint / class in the scene. Now, if I add a widget on Begin Play of the character BP, do I add a widget for another 3 characters in my scene? (Which are actors that are each replicated from a real player's actor) Because if 4 players add a widget to each character in their scene, is a total of 16 widgets added. But obviously, only the real players need to see the widget.. so Do I process another 12 widgets for nothing? I know that I can fix it by checking on "Begin Play" if the current player is player 0. But is that the best solution? Isn't the engine "smart" enough to say "oh that's just an actor replication by another player's actor, it does not need a widget!"?

I hope I was clear, It's not easy to write this, If something is not clear let me know and I'll try to write it differently.

Thanks!,

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asked Aug 22 '18 at 12:51 PM in Using UE4

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A. Bibi
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avatar image ThompsonN13 Aug 22 '18 at 01:59 PM

are you talking local multiplayer or online? what kind of widgets are you talking about? if its something like a hud then theres no need for replication. if its something like a healthbar on a enemy then that would just need to be created on the client since its a decorative asset, it just shows values that are replicated.

but the answer really is that it depends on the circumstances. i dont do much with multiplayer myself but the basics come down to replication and who are the widgets important to.

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