Why would blueprint save game variables replicate over a network?
We have a save system in place for players to be able to switch characters and skins. The problem is that when any client or the server change that value, it changes it for everyone. I'm not sure if the problem is coming from the SaveGame blueprint or how we're setting the values. The values themselves are not being told to replicate, but are across the entire network. I'll update if I find anything or if more information is needed, Thanks.
asked Jun 09 '14 at 11:22 PM in Blueprint Scripting
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