Is there no way to persist Player information across servertravel?

Ok, after a second look at ShooterGame i solved the problem, apperently you must set the variable definition as below (apply to seamless travel):

UPROPERTY(BlueprintReadOnly, Replicated, Category = “Preplan”)
TArray<UMinionDataWrapper*> MinionDataArray;

void AShooterPlayerState::CopyProperties(class APlayerState* PlayerState)
{
APlayerState::CopyProperties(PlayerState);

if (PlayerState != nullptr)
{
	AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);		
	if (ShooterPlayerState)
	{			
		
		ShooterPlayerState->MinionDataArray = MinionDataArray;			
		
	}
	
}

}

Think the BlueprintReadOnly is the key here, hope some1else can get helped by this finding,

cheers!