I’m working on a sever-client model and the problem is when the players select/customize their stuff in the team lobby and the server then travels to the actual game map the “BeginPlay” events don’t trigger for things like the player controller using seamless travel. It looks like in C+ scripting there is a handle event for “on level loaded” that I figured would solve this issue but I don’t see the option to override or use this in blueprint.
I’m really just needing a way to bring the players character selection and setup from the team lobby into the game itself somehow and heard seamless travel was the solution that then has this problem with the game setup.