Transfer PlayerState data during seamless travel

Ok, after a second look at ShooterGame i solved the problem, apperently you must set the variabledefinition as below:

UPROPERTY(BlueprintReadOnly, Replicated, Category = "Preplan")
		TArray<UMinionDataWrapper*> MinionDataArray;	

void AShooterPlayerState::CopyProperties(class APlayerState* PlayerState)
{
	APlayerState::CopyProperties(PlayerState);

	if (PlayerState != nullptr)
	{
		AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);		
		if (ShooterPlayerState)
		{			
			
			ShooterPlayerState->MinionDataArray = MinionDataArray;			
			
		}
		
	}
}

Think the BlueprintReadOnly is the key here, hope some1else can get helped by this finding,

cheers!

2 Likes