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Why would I store a replicated variable on APlayerController rather than APlayerState?

The only reason I can think of is to save bandwidth. Since player controllers are only replicated to the owner and the server, then that would save bandwidth right? Considering stuff like health would only be useful for the server( game logic ) and the controller owner( hud. )

Is there a reason I should favor player state if the variable is not needed for EVERY ONE( like score or kills etc )?

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asked Apr 13 '15 at 07:11 AM in Using UE4

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