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Multiplayer Loading and Saving

I am trying to Save and Load Player States and assign them to the correct players. So far I have a Save Game Object that Stores an array of Player States. Then in my GameState when I "save the game" I set those player states in the Save Game Object to Equal the Player Array from the GameState (which is an array of all the connected Player States) However, when I "load the game" I try to set the player states to the currently connected player states by running a series of "For Each Loops" that compare the "Unique Net ID" to the stored "Unique Net ID" and it returns false. I have a series of Print Strings that are constantly printing the variables I am trying to save and I have compared them manually and they match. However, I can guarantee there is an easier way to do this, I'm just hoping someone on here can give me some tips! Thanks!

Product Version: UE 4.20
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asked Jan 12 '19 at 09:04 PM in Blueprint Scripting

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