How could I Replicate (Pertinate Data) using Blueprints?

You specify the replication properties for each variable.

So on your replicated actor with all of these variables, just set the important values to Replicated and leave all the others.

Hey all;

So i’m not sure if i have this designed right, but here it goes. I have shortened the parameter list for brevity, but trust me there is ~67 replicated values { not including the player controller data }.

Lets say I have Name, Level, Health, Reputation, Progression, Agility, AttackPower, DefenseAmount. The server maintains and checks all of these values, Client 1 which is this players stats, requires replication of all values,
Client 2, only cares about Name, Health, and Repuation.

My question is “How do I ensure that the sever only replicates to Client 2 the Name, Healh, and Reputation, and not all the other values?”

Put whatever all clients should know about in the PlayerState and everything else in the PlayerController. PlayerState exists on all clients, and the PlayerController only exists on the server and the owning client.