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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.

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asked Jun 09 '14 at 11:22 PM in Blueprint Scripting

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avatar image DwunkyPengy Jun 13 '14 at 06:22 PM

Just to update this, We have a separate level where we are setting a boolean for team and an integer for character selection. However during a match when we load the save game it seems to load the server rather than the clients saved variables. Is there a way to make sure this stay local? we can upload screenshots of the relevant blueprints if that would help :)

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