Store client information across maps

Hello everyone,
I’m fairly new to Unreal Multiplayer and currently I have no idea how I can solve the problem at hand:
I have a lobby scene and some ingame scenes both with their own gamemode, controller and player pawn. The clients connect to the server while it is still inside the lobby and are traveling with it once the host player decides to start the game. In the lobby each player can make adjustments to his/her character like faction etc. Where do I save those settings? Of course I want to save them on the server but all the player specific objects are being overwritten by the map change and the game instance does not guarantee me right order of player controllers does it?

If it is of any help: Currently I use non-seamless travel as I want to playtest everything inside the editor which does not support seamless travel at the moment. I use the UWorld::ServerTravel function.

Thanks in advance at anyone trying to help,
Schadek