Hi everyone, I have a little problem with this thing…
My character customization is not working in multiplayer, from my main menu
I personalize the characters(server/client) for example I choose two different hats, then I save these informations
in string form inside my GameInstance blueprint.
Inside my playercharacter I have 1 empty static mesh component called HAT.
What I do is, for both players, on
BeginPlay I run an event(not replicated) which on
Switch on Authority check the
GameInstance string and set the chosen hat(StaticMesh).
(authority runs a multicast event while remote an owning client event, I tried all the options anyway…)
Now, this is not completely working because in client window I can see the right HATs on players, but
on the Server they all have the same Hat.
Correct me if I`m wrong but what I know is that GameInstance class does not get replicated, but this should be fine
if I use a Swith on Authority node or not?
The only thing I have not tried, is to pass the data to the PlayerState and then use it for set the custom items
instead of the GameInstance…
How would you go on this??