Attempting a simple set-up where players can run around and pick up items in the map. If a player is killed, they re-spawn and retain all the items they’ve picked up.
My first attempt was to store these variables in the Player State, then, on re-spawn of a client, grab all the data from the Player State. Apparently Player State doesn’t work in a replicated environment. The cast to the Player State references a player index (default is 0) only the first player in the game gets saved data. So this system works perfectly for one player but no other players get data.
So my question is, how/where should I store player specific variables that survive a re-spawn in a replicated environment? Anyone have any thoughts/tutorials/videos that might help me out?