Accessing owner of PlayerState on multiplayer client

Funny that is exactly what I’ve tried! Unfortunately this doesn’t help in my case, I have Player1 as Listen Server, here’s the order of events for Player2’s client:
Character::Character() // P1 and P2
Character::PostInitializeComponents() // P1 and P2
Character::BeginPlay() // P1 and P2
// up to here, impossible to bind to an event from PlayerState as it gets created right after

PlayerState::PlayerState() // P1 and P2
PlayerState::On_RepTeamColor() // P1 and P2

PlayerState::ClientInitialize() // P2 Only
Character::PawnClientRestart() // P2 Only
Character::Restart() // P2 Only → Here I can check the PlayerState for P2 but not P1
So in the end, P2 doesn’t see the proper TeamColor for P1’s Character (even if his PlayerState has the right Team data) I couldn’t find a method in Character that is called once the PlayerState is set for said Character.

So next test for me is trying to set the Character’s color from PlayerState OnRep_TeamColor. Crossing fingers! :stuck_out_tongue: