[quote=“bldy_ch, post:#Post:0x0000559745caeb08, topic:30020”]
Hey
I’m having an issue. I set up Steamworks and the steam online subsystem. If I am reading player name the PlayerState I am getting the correct steam name. The goal is now to get the SteamID and replicate it to all the clients once a player connects, so I can read the steam avatar for the individual players (e.g. for a Scoreboard). Unfortunately when I try to get the unique net ID the blueprint below always prints the name and SteamID of the listen server player and not the connecting clients.
https://forums.unrealengine.com/core/image/gif;base64
Does anyone have an idea, what I am doing wrong here? Is this just not possible?
I am using the developper SteamAppID 480.
That struct doesn’t replicate anything, get the player array from the gamestate and get the unique id off of the player info structure.