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Online multiplayer, loading client saves?

Hi there. I'm trying to have it so on EventBeginPlay for a character class, it loads variables from a save file on the player controlleralt textalt text

Then after that, it calls a custom event that runs on the server and that event calls a bunch of custom events that are multicast that set different materials and morph targets on all clientsalt text

The issue I'm having is that, to clients, I as the host look completely plain as if none of the variables load and the materials and morph targets are at their default state. The clients however, have my appearance. It seems like the clients are loading my personal save variables, and all look the same as my save variables. Clients see other clients as my appearance as well.

So this begs the question, how can I have each client load their own save, get the variables from it, and set their appearance with those variables so all clients see them as their unique combination of variables? Any help is appreciated.

Product Version: UE 4.16
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asked Jan 23 '18 at 06:24 AM in Blueprint Scripting

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Brylos
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avatar image Brylos Jan 23 '18 at 06:25 AM

Hi @blastertoad If it isn't too much trouble, do you think you could help me out with this as well?

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I have been summoned, again. Lol

Ok so after you load the save file, instead of passing all the vars make a variable for the save object and pass that to the server and save it on player state or pawn. Then on player login or begin play, get all objects of class (the class with save object variable ) and run your function to apply the appearance settings.

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answered Jan 23 '18 at 06:35 AM

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Blastertoad
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avatar image Straggiz Nov 01 '18 at 12:13 AM

@blastertoad where you state "Then on player login or begin play, get all objects of class (the class with save object variable ) and run your function to apply the appearance settings." Would you do that on the player controller or the character blueprint?

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