I’m having a bit of an issue with a client calling a Run on Server Custom Event inside a GameStateBase blueprint. Everything works wonder when running as the server. I’ve also tried moving everything to the PlayerController with no issues. Now I am aware that there is GameState which is used for multiplayer, but due to the description of GameStateBase being ‘‘GameStateBase is a class that manages the game’s global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated’’. I thought I might get away with it.
Is what I desire possible, and if so, how?
If not, would GameState work?
Thank you and have a good one.