[Multiplayer] Get player array & set it on UMG for both server/clients

And remember, the PlayerArray is already replicated, so don’t send it over the multicast RPC; just use the one the Client already has.

One way you can make sure the client doesn’t update the UMG until the server side version of the PlayerArray has changed, is to put a repnotify variable on the PlayerState class, and update the UMG as part of the repnotify function. you can change this variable any time the list should change.

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