On a map a player chooses a skin. Then, name of that skin is saved as a string in players GameInstance. Later when one player hosts and other one joins, their desired skins should be apllied to their meshes.
Now here how I tried it to do:
In construct I get the GameInstance and then say to the server to change my skin, so everyone changes his skins to desired ones.
Then the server multicasts to everyone to change their skins.
Everyone finds their skin in a map and sets the material of mesh.
The problem you can see here:
On the left we have a server that has its desired skin, but it also apllied its skin to the client.
On the right we have the client that also has its skin, but it did the same thing as server.
I want that server sees on his character his skin, and client to see his skin and skin from server.
I dont understand why is it doing it and how to solve it.