In the first pic, the path on the top is for the server and on the bottom its for the client. The server enters the total players that are needed for the game, and the clients each increment the PlayersJoined value. Then the both run the PlayerJoining function (second pic). My problem is that I cant replicate the variables across the clients or the server. The Totalplayers only stays on the server, and the PlayerJoined only on the client. I have successfully hosted and joined a session.
Player State is “lite” version of player controller, each client has his own player state all all other player states replicated to them. Unlike PlayerController which is only on server and each client has its own copy of playercontroller (does not have other clients player controllers).