Thread is a little bit old but I have a question about the game instance class. In a network game probably each client gets his own game instance, but couldn’t theoretically the player change the value of an variable inside the game instance which then gets send to the server?
For example in my case I have a Lobby game mode which contains different states, pawn etc. and also has its own level. After the player entered his proper account information the map changes and the game mode gets also changed (including the various state classes). However as the player logged in in the previous level and the sql request also contains information about the character name etc. it only exists in the old player state. Therefore I want to first store the character name in the game instance before the map changes and then call the game instance from the new game mode again and read out the value of the stored character name. But at this time the player could just “cheat” and use another character name.
I have also tried to use the Copy properties event from the player state, but when I try to output a simple text from this event in a child of the player state it doesn’t print it on screen. So how does this event work?