PlayerState CopyProperties not exposed to blueprints
I've been researching how to persist data across ServerTravel's, and the main method seems to be overriding the 'CopyProperties' in the 'PlayerState' class. As shown: https://answers.unrealengine.com/questions/43814/playerstate-persistence-across-map-change.html https://answers.unrealengine.com/questions/303795/transfer-playerstate-data-during-seamless-travel.html
The problem is, Blueprints still haven't exposed this key function/event, even though without it Blueprints are missing a KEY networking component.
Can this please be rectified already, its soon late 2016, and data persistence in Blueprints is still not a thing.
asked Jul 28 '16 at 03:51 AM in Blueprint Scripting
As of Unreal Engine 4.14, CopyProperties is now exposed to blueprints. I was able to override it in a derived player state class. However, if you add additional properties to the custom player state, make sure you mark them as "Editable" (checkbox). For some reason it does not work if you don't do this.
answered Dec 11 '16 at 09:01 PM
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