C++ / Multiplayer:How to run code in PlayerState only on Client

Hi.
I have the following problem:
I load a savegame in gameinstance.
in beginplay of playerstate i want to set its playername variable from gameinstance.
the job does a server side ufunction.
when i log this process i can see that it is executed 3 times on a listen server with one client.
the correct number would be 2. once on client and once on listenserver.
how could i achieve this? thanks.

OK, I found a solution. I can do GetOwner on the playerstate and cast to playercontroller. if i do IsLocalPlayerController on the controller i can determine if i am local or not.

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