Network affects which variables are available on BeginPlay
I noticed that when in multiplayer in PlayerState::BeginPlay (using BPs btw), GetOwner() returns the PlayerController, however if you then access playerState from that PlayerController it returns null.
This is something that doesn't happen in single player, playerState will already be filled in.
One could argue that this happens because of playerState being replicated, and I can concede that maybe that could be the case for the client (although tbh in this particular instance, I'm not convinced), but in the server it should always be set.
It doesn't make sense that the init logic in the server is different depending on the number of players (i.e. 1 player only it works as it should, in multi player it doesn't).
asked Apr 07 '15 at 01:11 PM in Using UE4
Follow this question
Once you sign in you will be able to subscribe for any updates here