Map Replication Crashing Engine
I'm working on a multiplayer RPG and I kinda had to hack together a way to restore some stats by using a Map in the user's save game to initialize their stats on possession of the user's character.
The config is loaded on 'Event Possessed' and called in a function right after where I'm breaking the struct and getting finding the value at a key passed on possession.
I understand that Map replication still isn't supported, but I really couldn't think of another way around it.
I guess my question is, is their a standard practice for hacking around Map replication in a function without it crashing the engine?
If not I'll find another way around the Map for now, but I'd prefer not too as they're pretty handy when it's 1 A.M. and you don't want to think anymore ;).
As always, thanks for your help!
asked Nov 20 '17 at 11:57 PM in Blueprint Scripting
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