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Alternative for GameInstance in multiplayer?

This is what I found out so far:

GameMode: resets between maps. Runs only locally (does not exist on server) and is thus only suitable for SP. GameState: resets between maps. Runs both locally and on server and is thus suitable for replication. GameInstance: persists between maps. Runs both locally and on server BUT it runs as NM_Standalone and is thus NOT suitable for replication.

PlayerController: I don't know if it resets between maps but it replicates and is suitable for replication. BUT the server will have multiple PlayerControllers and thus you don't want to put certain variables here.

So okay I have an array of certain actors that both the server and the clients must be aware about AND it must be persistent between maps. Where do I put it? Because it looks like it is none of the above...

Also interesting:

https://answers.unrealengine.com/questions/206758/variables-on-the-gameinstance-are-not-replicated.html

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/54717-gameinstance-doesn-t-support-switch-has-authority

One link says that the GameInstance only exists on the client and the other one that it only exists on the server. Not sure which one it is now but it for sure cannot replicate because it does indeed show it's NetMode (I tested it) as NM_Standalone(0).

Product Version: UE 4.18
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asked Jan 11 '18 at 12:18 PM in Using UE4

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Napoleonite
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Hey there, if you use Server Travel with seamless travel, the player controller persists when you change maps. You can check about that here.

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answered Jan 12 '18 at 11:38 AM

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xlar8or
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