x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

CopyProperties not working as expected

Good Evening,

I want to set the player name before the player enters the multiplayer session. For that, I am filling the Playerstate->PlayerInfo->PlayerName within the "JoinMenu":

alt text

As for what I have understood I also need to CopyProperties Override which looks like this. Notice, the PlayerInfo is marked as editable and is replicable: alt text

Finally, within the GameMode on the function OnPostLogin, I want to retrieve the game states with the previously filled names. alt text

So why aren't the Player Names being saved during the open command?

Product Version: UE 4.18
Tags:
joinmenu.jpg (420.9 kB)
lobbygamemode.jpg (344.8 kB)
more ▼

asked Mar 14 '18 at 01:10 AM in Blueprint Scripting

avatar image

LifeArtist
47 8 13 18

avatar image frezer748 Mar 21 '19 at 04:42 PM

Any updates on this via blueprint? Did you got this to work? If so, how you did it?

avatar image LifeArtist Mar 27 '19 at 01:03 AM

Hi, its absurd, before 4 or 5 days I came to the same problem again. And it seems like this function gets only called if you use seamless travel. So what I now did was to use the game instance to store the things upon game session entrance. (GameInstance -> PlayerState). After the Host launches the game via seamless travel the copy properties function is getting called. (PlayerState -> PlayerState)

avatar image soctty May 27 '19 at 04:16 PM

For what this is worth to you, it's only called by seamless travel because there's no concept of old/new in standard travel. The previous map's objects no longer exist, so there's simply nothing to copy from, making a copyProperties or overrideWith call kinda pointless.

The tooltip could definitely say that, though. That'd help a bit.

avatar image LifeArtist May 27 '19 at 04:24 PM

Good to hear some clarification about that. I totally agree with you this information in a tooltip, would have saved me some time ;)

avatar image soctty May 27 '19 at 04:32 PM

It doesn't look like you need to implement both, either. I'm just using copyProperties and everything is working as expected, so my guess is using both would probably set up a race condition and invite trouble.

avatar image LifeArtist May 27 '19 at 04:41 PM

Ok. This is also my current solution. Just using CopyProperties works like I have discribed on Mar 27 '19 at 3:03 AM. The method from the initial post was mostly refactored.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question