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Map Replication Crashing Engine

Hey everyone,

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!


Product Version: UE 4.17
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asked Nov 20 '17 at 11:57 PM in Blueprint Scripting

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avatar image Entropikz Nov 21 '17 at 12:00 AM

Here's my crash log JIC I came to the wrong conclusion with Map replication issues.link text

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