In a nutshell, I have a lobby system where two players are given a side. Since I use seamless travel, I store the two player controllers in Game Instance blueprint since GameState and PlayerStates get nuked. So, on server side, I store the two PlayerControllers in GameInstance and on client side, two PlayerState objects inside GameState.
In GameState blueprint, once the Game map loads, I run a check if we have authority and then fetch the two Player Controllers from Game Instance, get the PlayerState objects inside them and store them in my variables, hoping to get them to replicate. I made them rep-notify to give me some feedback on when they’re updated and saw that only one of them will be, the server playerstate.
Am I doing something fundamentally wrong here? I’ve wrestled with it for better part of the day and can’t figure it out.