So I’m making an open-world game and I’m trying to get multiplayer to work
so I’ve seen some saving tutorials but none for multiplayer or saving across multiple levels
but would the saving for one player work if the variables for the character were replicated
This depends a little. Do you want every player to have the same savegame, or would you prefer if every player saves his own position/inventory and the host saves the game world, or would you want the host/server to have the only savegame?
I’m trying save their own inventory and position
so would that be the who has authority node witch triggers save
When you are about to save you could check whether the game instance is the server, then you can decide what to save. Everything else should be the same if everyone just saves their own data.
You can use the “Switch Has Authority” Node I think.
If I can’t get it to work I’ll send some screenshots of the blueprints
I am currently using a plugin EMS witch makes saving easer it’s currently free for the month of October in the Marketplace
I inded up figures get it out all have to demo is get the players steam ID and set that as the save slot name witch is different for every player since they have a different ID witch allows multiplayer saving witch can be done on the server and client side