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:
Having a replicated int for NumPlayersInGame
Having each client locally count the playerstates that come up for them client side via PS>BeginPlay
When the count reaches NumPlayersInGame, they would report to the server that they have all PlayerStates via RPC
The server would increment local variable NumClientsWithAllPlayerStates as clients report in
When NumClientsWithAllPlayerStates = NumPlayersInGame it would DoOnce fire the OnPlayerStatesOfAllConnectedPlayersFullyReplicated event
Is there a better way?