Variables on GameInstance are not replicated

Network games are complicated. Learning UE4’s implementation takes effort. I think I got a basic handle on it using C++ and some blueprints after many hours.

IMHO, using C++ for a networked, dedicated server is a requirement to have all tools you need to address what you want to do.

GameMode object live ONLY on server, never a client.

I have used these resources:

His PDF is a MUST read. http://cedric-neukirchen.net/

edit:
Found this:

Also, you could do a custom event off GameInstance, make is server only (RPC) pass it information you want. This is what I am going to work on here in a few minutes.