Multiplayer - players armor, weapon, etc. doesn't show up when they join session

I added some additional blueprints to try to fix this… now the clients always inherit their physical meshes etc from the Server’s character… which is not what I want.

Begin Play - check load game
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Checks if a save exists, then loads it (in a lobby, this will always be true)

The load game function pulls all of the variables out of the save game object, and sets them on the character and at the end I run either a Server or MC event.
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Those events then pass the variables of the classes, through the server and then set them with set rep notify via multicast.
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I also have an event that runs when a player joins, through the game mode.


this then reruns the whole cycle one more time.

I just tested again and noticed something really really weird. When client loads into the session. The listen server player on the client’s machine, has the client machines appearance, but the client has the server’s character appearance… so they are flip flopped… On the listen server’s machine, both characters share the appearance of the server’s characeter.
But then when I launch into the game map (listen server travel to map name), they both appear, but now both of their appearances are both the server machines character…

I think it has something to do with the save game… it’s like the client is somehow accessing the listen server’s personal save game data, and then loading that for their meshes