# Earliest Point to Reliably Acquire Data from Reliable RPCs

**URL:** <https://forums.unrealengine.com/t/earliest-point-to-reliably-acquire-data-from-reliable-rpcs/373010>\
**Category:** Multiplayer & Networking\
**Tags:** gamemode, Networking, playercontroller, gameinstance, rpc, unreal-engine, question\
**Created:** [October 11, 2016, 5:01am UTC](https://forums.unrealengine.com/t/earliest-point-to-reliably-acquire-data-from-reliable-rpcs/373010 "2016-10-11T05:01:30Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Mingah](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mingah](https://forums.unrealengine.com/u/Mingah)\
**Post date:** [April 3, 2017, 2:22pm UTC](https://forums.unrealengine.com/t/earliest-point-to-reliably-acquire-data-from-reliable-rpcs/373010/3 "2017-04-03T14:22:10Z")

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I think in your scenario you would need to send the GameInstance data when the client logs on to the server. This way you can spawn based on that data.

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