[QUOTE=;671451]
You’ll want to keep that node you had before, the RequestFriendInfo one, it applies to players that aren’t actually your friend. Get friends list only loads everyone on your friends list.
Just call the RequestFriendInfo every so often until it returns true, you can fall back to a delay node if you wish and loop it on false with a counter or timer to stop after a set time period for that widget.
I would have made it an actual async node except the callback triggers globally for each and every inquiry so it would have been messy to incorporate into blueprint.
SO CLOSE! We are getting all of the pertinent information, but the Display Name always comes back blank. Played a game over the web and the print strings have confirmed two different UniqueNetIDs and success at getting the Steam Info. The print string for the display name always comes back blank for the server and the client and obviously the text block in the widget does too. Here is my total set up:
- After Login in the GMODE, I fire a multicast event in, and pass the incoming player controller to, the GSTATE:
- The GSTATE adds the player controller to an array of the other player controllers (This being the “server versions” of all of the controllers. and then I fire the unreplicated custom event in WIDG_LobbyPlayers which is really just a horizontal box to fill up with the player cards and I pass the array through.
- The WIDG_LobbyPlayers clears the children and then, for each loop, gets the built-in PlayerArray from the GSTATE and then gets the corresponding UniqueNetID. It also grabs the corresponding controller reference and passes all of that through to a newly created WIDG_PlayerCard.
- My guess is this is where the issue is: The newly created player card populates the information with the exposed variables. PrintStrings to confirm.