What does Get Player Controller (Player index = 0) return in multiplayer?

Sorry I’m just now coming back onto the forum scene.
I hope you found the answer to your question.
I’ts been a long time since I played with Unreal Engine much, but the answer to your questions seems to be “it depends on what you’re trying to do” over the network.

If I remember right, Player States DO replicate their variables (though you might have to tell them to for each variable).
So if you only need the data to replicate then just set the variable on Player State class to replicate, and set the variable normally.

If you need the execution of functions, actions, animations, etc. to replicate, then you’ll still have to do remote procedure calls. Keep in mind whether only that player needs to notice, or if all players need to notice.

C++ delegates set to replicate over network come in real handy hear (or so I’m told), for getting event-driven responses over network, but you can get kind of the same effect using those blue blueprint nodes that send from server to client, or the red multicast nodes. Sorry, been a long time :slight_smile: I don’t remember what everything is called.