Is there no way to persist Player information across servertravel?

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?