Widget Replication Lobby

Good Day,

I am creating a lobby, but the replication of a players position is not happening.

I have a simple function processes.

Widget spawns via Playercontroller.
Widget has inbuilt functions that check if the button slot is taken and if the player has already taken another slot.
I have done this check with a replicated array. BUT… the array is not replicating to all clients and is not updating the slot selection.
The name of the player is all the same, but thats not the issue.

I have initialised the variable setup (Array occupy slot is replicated, not repnotify)

When the widget button is selected and the function filter passes, then this update event is activated. (to cover my bases, i did a not rep - server rep - multi rep chain)

And this is the outcome. No replication. i am currently using the steam advanced session, but that shouldnt be the issue.

What could i be missing??

Widgets do not replicate.
Use an appropriate class, such as GameState for this.

1 Like

Wow, I wish i knew.
There is a real steep learning curve. I thought I would make a struct with an array, but that didnt work either. So i will move it to a gamestate and see what happens.

So in theory, for future reference.

a rough rule is that replication will only effect ‘active’ blueprints but not database blueprints? hence the core purpose of the gamestate to solve the database issue?

Not sure what “active” vs “database” blueprint means.

Replication can work with any actor. The actor needs to be managed by server, and have replication enabled.

The engine framework provides multiple standard classes for different purposes. GameState is one of those classes, intended to store a global state for the current game/match that is replicated equally to everyone.