Client send varible to fake server

Hey there , i was working on my project and i had to make event to send some player info using “Run on server” event,
And when testing it i find that the varible is not shard between all client when replicated to all clients ,
this draw shows what i mean:

Am using player controller to store the varible from player to server
here is the blueprint:

and here is a test i did , it print 0 when they are only one value on client 2

and when add another value in client 1 it should return 1 but it returned 0 again,

Thanks and i hope i can get help.

By “fake server” you mean listen-server as opposed to dedicated server? You can’t share info between clients on a PlayerController since each client only have their own PlayerController. If you want to share information you have to do it on an Actor or Pawn that is replicated.

Thanks for your reply.
Sorry about " fake server" is not the name i want say , but after i did that , every client has his own value of that varibal.
I dont really want share information , but get to add values in the array by both players ,

And isnt every player has his own pawn or actor , so why Playercontroller is differnet.
Thanks again

Thank you so mush,
i have made an actor call Server , i put my varibles , and cast Run on Server from player controller

The server has all PlayerControllers and each client only have their own PlayerController. Each client can communicate with the server through the PlayerController. Its main purpose is to do exactly this… send input to the server. The server can only communicate with that specific client through the PlayerController or it can use (as I mentioned before) a replicated Actor and share with everyone.