This component complements the multiplayer logic of BP_CharacterCustomization.
It must be added to a Controller-based Blueprint to automatically request the Customization Profiles of pawns in the current map, other than the Controller's Controlled Pawn, which have been initialized before the client using that Controller Blueprint established a connection to the server.
This functionality only operates in multiplayer scenarios (listen servers and dedicated servers) and is ignored in standalone mode. The Controller Blueprint can be e.g. the Blueprint that is assigned in the game mode's Player Controller Class.
[V10 removed] This component replaces the logic of BP_CharacterCustomization ➝ Event: Request Customization Profile For Other Characters, since that feature did not work for joining pawns, which did not use the BP_CharacterCustomization component themselves.
The functionality directly triggers on Event Begin Play, but proceeds only on the remote instance. As soon as the owning Controller Blueprint ➝ Player State is replicated, Server Request Customization Profiles form Other Pawns is called, which in turn calls BP_CharacterCustomization ➝ Event: Server Send Current Customization Profile to Player on each currently available pawn that uses the Character Customization Interface.
Afterwards, that event sends the pawns' Customization Profiles back to their client instances. To properly process them only on this BP_CharacterCustomization_Controller component's client, we have passed Player ID to the event.
In our default setup, the BP_CharacterCustomization_Controller is added to BP_CharacterEditorPlayerController, which is assigned to BP_CharacterEditorGameMode ➝ Player Controller Class.
The BP_CharacterEditorGameMode in turn, is assigned to the World Settings ➝ GameMode Override of the maps CharacterEditor_Showcase and CharacterEditor_Showcase_Replication.