Default pawn multiplayer

Yeah, you are right about this. The players don’t need to have unique characters, which means having the character selection each time in the lobby or where else when you join a server created by someone, will only waste time, and so (at this moment at least) the character selection is done in kinda of main menu/player menu where other information about the player is showed from the server with the DB, and the character selected is saved in DB, so that the next time a players connects in the game, his/her choice will be preserved.

I noticed that when I added the time print string, everything was created before, so no matter if I were to use PlayerState/PlayerController, they will not work in this case at least because of the order they are spawned.

There is nothing to apologies, after all this forum is made to ask questions to get help. Not only that but we think in different ways, and that doesn’t mean we are wrong, sometimes there are just multiple ways to get the same result.

If you don’t mind I would love to see an example when you have the time. As I mentioned before, I’m now learning this whole multiplayer, and some things are a bit harder to get around at first, and in my case I learn a lot faster from examples.

I come from Java programming, so looking at code isn’t all that bad, even tho I didn’t used C++. That being said, I’ll still look over that article, maybe it has something else that I’ll find useful.