How do I save a server actor's variables to a local save?
I am using a listen server, that loads a local save file and sets variables on the player character (pawn). I have this working fine (except that clients loading into the level load the server players character when they first spawn in. Fixed this by pretty much initializing the pawn actor to defaults. If there is a way to fix this that would be great also).
My problem is that whenever I finish a "match" I have the game mode which has all connected player controller's on it to do a for each loop and call the save character function for each player controller's controlled pawn. I've only tested this on 2 different computers on different steam accounts, and what ends up happening is the server saves the clients character to their local save, and the client doesn't save at all.
My goal is to have an "end of match" event called on the gamemode, or gamestate, and at that point have all the local player controllers or people in the game save the pawn variables from the local version of the controlled pawn.
asked Dec 12 '18 at 05:12 AM in Blueprint Scripting
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