Hi everyone,
I’m currently working on a multiplayer setup and running into issues when transitioning from a Lobby map to a Main map using server travel.
Here’s my setup:
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The Lobby Map uses a different GameMode than the Main Map.
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In the Lobby, players can customize their character (appearance, properties, etc.).
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I store these customization properties in the PlayerState, since I understand it persists across server travel.
What I’m trying to achieve:
- When transitioning to the Main Map, I want each player to spawn with their customized character from the Lobby.
What I’ve done so far:
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I save the character customization data in the PlayerState.
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In the Main Map’s GameMode, I attempt to spawn the player character inside
Event Handle Starting New Player. -
I try to retrieve the saved data from PlayerState and apply it to the spawned character.
The problem:
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The character is not spawning correctly, and in some cases, it doesn’t spawn at all.
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Overall, the behavior is not working as intended.
My questions:
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Am I using the correct approach by storing data in PlayerState and spawning the character in
HandleStartingNewPlayer? -
Is there a better way to persist and apply player customization across server travel?
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Could I be missing an important step in the spawning or possession process?
I’m still relatively new to multiplayer, and despite researching, I haven’t found a clear solution for this specific case.
Any guidance would be really appreciated. Thanks!
