Ok, I get it, Game Mode only exists on the server, so a client can not cast to one (and thus not access variables or functions). make sense.
What is killing me, is it seems the only OnPostLogin is in the game mode, so when a person connects (Multiplayer), it appears it should run that in the game mode, that’s fine. From that I want to pop up a menu (widget)… so I have a custom event made in my player controller, I cast to that and call that, and ahve it set to RELIABLE Replicated to Owning Client. Sounds find, sounds like it should work.
However, what happens is I host in one window… menu comes up, works, go into game fine. Then I open another window and connect to the host, it pops that menu up ON THE SERVER. How is that replicated to owning client?
This is driving me crazy.
All I am trying to do is when you enter a map, have it pull up a menu to select a character class. Works fine the way I had it IF the client connects in a predefined ‘pregame’ time that is counted down by a timer… if the state has already changed to ‘ingame’ though (this a variable that is replicated), no dice… it skips the onrep stuff I have for the state for ‘pregame’… as it should (duh)… so I tried to set the class selection to pop up via the Event OnPostLogin … but as I mentioned above, no dice.
What am I missing?