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Date: 2025-02-25 13:52:46
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Solution

This is the solution from the unreal forum thread. Read the tread to see the full solution. https://forums.unrealengine.com/t/who-interacted-with-the-3d-widget/2355115

Ok I tried it and it seems to work. But I need to say this solution is a bit janky if I think about it. I don't know why Unreal isn't improving on their widget handling in general.

For the people reading this after the solution here is how I did it.

I made a reference in the widget for the parent actor. When the button is pressed it triggers a event/function in the parent actor and passes the local character as described here

GetPlayerCharacter(0) → Will get the local character from the world you are interacting.

This actor has a reference for the owning pawn. These two can be compared and there you go the owning distinction is implemented.

Again thank you @JonathanBengoa for the help and look at his suggestion for this wiki its really helpful https://cedric-neukirchen.net/docs/category/multiplayer-network-compendium/

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Posted by: Coocys