Send var from client to server at connection time before spawning

Well the Player State is replicated and presist between sesions. It is frequently used for storing and transfering player name, chosen character and team from the main menu Game Mode to the multiplayer match. I think it will work.

Now that I think of it… Is there a reason for the value not to be part of the Player controller?

You should check these tutorials as I am a bit rusty on the subject: Blueprint Multiplayer: Project Overview | 01 | v4.11 Tutorial Series | Unreal Engine - YouTube