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Custom Event Input not the same as what I pass into it?

I've been stumped on the problem with this for days now. In my playerstate I am checking if it has authority and if not getting the local game instance (GetLocalPlayerCustomize) which prints part of its data to the client. The client shows the correct data for what Is represented in the game. I then take the same struct ref. I used to print the debug string and send it as input to the custom event (Server_SetPlayerCustomizationState) for some reason it doesn't match?

Orange is what is printed before sending to custom event alt text

Red is apparently what the custom event receives.

alt text

PlayerState BP:

alt text

I'm aware of the implications of having the client send data to the server but I'll be using checks to make sure it's not anything crazy in the future. Right now I just need this to work. If theres some other way to do this using a game instance please let me know.

Thanks for your time.

Product Version: UE 4.19
senttoserver.png (10.2 kB)
server.png (2.4 kB)
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asked May 02 '18 at 08:18 AM in Blueprint Scripting

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I might be wrong, but i think the Game Instance class is only available locally! So you cant access Game Instance information in a different client or server.

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answered May 02 '18 at 10:17 AM

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avatar image tyconner May 02 '18 at 12:13 PM

I'm passing that information straight from the local game instance into the input of the custom event. The fact it isnt the same defeats every purpose of any custom event with an input regardless of where anything is present. Especially since I'm not referencing the game instance after its referenced locally.

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