I’ve the same problem explained here Transfer PlayerState data during seamless travel - Multiplayer & Networking - Epic Developer Community Forums
Accordning to other posts it should work to store Everything in the playerstate and then implement the method CopyProperties:
void AMyPlayerState::CopyProperties(class APlayerState* PlayerState)
{
APlayerState::CopyProperties(PlayerState);
AMyPlayerState* MyPlayerState = Cast<AMyPlayerState>(PlayerState);
if (MyPlayerState)
{
MyPlayerState->TestName = TestName;
}
}
Have any1 got that to work?
The documentation is poor and the Epic network ppl is very absent on theese matters on answerhub. I could do a similair solution as u guys and store it in the GameInstance in a TMAP with a unique client id and FDataStruct. (as u said it doesn’t feel good)
But is the CopyProperties solution supose to work or not?