I've sorted out the slots sticking around between servers (casts = 
trouble), but the lack of a full update on load/join is still an issue.

Tom Edwards wrote:
> I worked out my EHandle array in the end, and it works great. There 
> seems to be a problem with full updates though. I think this console 
> output speaks for itself:
>   
>> server slot 1 populated
>> server slot 2 populated
>> server slot 3 populated
>> server slot 4 populated
>> server slot 5 empty
>> server slot 6 empty
>> server slot 7 empty
>> server slot 8 empty
>> server slot 9 empty
>> server slot 10 empty
>> Sending full update to Client Theory
>> client slot 1 empty
>> client slot 2 empty
>> client slot 3 empty
>> client slot 4 empty
>> client slot 5 empty
>> client slot 6 empty
>> client slot 7 empty
>> client slot 8 empty
>> client slot 9 empty
>> client slot 10 empty
>>     
> When I load a saved game (or I suppose join a remote server), the HUD 
> thinks that all of the slots are empty. Conversely, when I pick up a few 
> items in a new game, then start /another/ new one, the HUD slots remain 
> filled.
>
> Adding new items DOES work. In the quote above, slot five would be the 
> first used, and would light up normally.
>
> Am I missing a process you have to go through to add vars to full updates?
>
>
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>   


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