I’m currently struggling with loading a local save file and replicating it to all players. This local save file holds integers that correspond to cosmetic IDs. I want this save file to be replicated to all players so they can see the player-chosen cosmetics.
The cosmetics should be added when the player spawns in the world. one cosmetic is a material replacement and the other one is a mesh that has to be turned visible.
The pawn the player uses is also used by bots and bots don’t need cosmetics. Therefore I implemented a check if the pawn has authority and is not player controlled. When false, the game will try to read the save file if present. After reading the file and setting the values from the save file as replicated variables on the pawn, a custom event (with replicates ‘run on server’ and ‘reliable’) will run that sets the material and sets the visibility of the cosmetic that corresponds with the integer.
All clients will see everyone with the default character with no cosmetics and the player who is the listen server will only see themself with cosmetics. I also tried to set the custom event to multicast. This resulted in all clients seeing everyone (including themself and bots) with their own chosen cosmetics. The listen server only sees themself with cosmetics and everybody else with no cosmetics.
I’m pretty new to multiplayer and if someone knows where I’m going wrong then it would be great if you could let me know