Any chance there is an event for: The player states of all connected players have been fully replicated across the network for the current game mode?
Currently I’m having all players delay 3 seconds after post login before accessing player states, but that’s pretty gross.
If this event doesn’t exist I’m thinking of implementing it by:
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Having a replicated int for NumPlayersInGame
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Having each client locally count the playerstates that come up for them client side via PS>BeginPlay
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When the count reaches NumPlayersInGame, they would report to the server that they have all PlayerStates via RPC
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The server would increment local variable NumClientsWithAllPlayerStates as clients report in
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When NumClientsWithAllPlayerStates = NumPlayersInGame it would DoOnce fire the OnPlayerStatesOfAllConnectedPlayersFullyReplicated event
Is there a better way?