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Replicating usernames

Hello !

I have a local database that I plan to store on a machine along side a dedicated server for communication. When I pull a username from that database, I want it to happen on the server and replicate the username to the relevant client, Instead I am changing the username for everybody connected every time I pull one.

For example;

ON SERVER : I use the "Game State" to pull the Username from the database, then I set the username to a replicated variable.

Then

ON CLIENT : I pull the username from the game state and display it on a widget.

What would be the proper way of doing this, should I even be using the Game state for this?
I'm using it because it's the only one I have found to replicate.

Product Version: UE 4.12
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asked Oct 10 '16 at 01:32 AM in Blueprint Scripting

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TheMunky
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for player related, you should use player state, I use this to replicate to evveryone the steam pseudo of my players ;)

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answered Oct 10 '16 at 07:02 AM

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mdonge
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avatar image TheMunky Oct 10 '16 at 01:25 PM

Okay so GameState replicates to all clients and Player state replicates to the relevant client?

avatar image mdonge Oct 11 '16 at 06:13 AM

GameState And playerState are both replicated to all clients, but game related data should be in gamestate and player related data should be in player state.

eg : time remaining before end of the match is in gamestate and player health is in playerstate

only player controller isn't replicated to all players : server has all of them, and player have only their own version ...

avatar image TheMunky Oct 11 '16 at 11:39 PM

Okay, thank you, I don't fully understand why it acts differently if the replication is exactly the same but changing it from GameState to PlayersState seemed to work.

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