Quick answer: Unreal Blueprint Array Shuffle producing different results on multiplayer clients? Default uses global random; not deterministic - use a seeded random stream.

Random loot order; server vs client see different orders.

Use FRandomStream

FRandomStream Stream(12345);
Array.Sort(...);

Seeded; reproducible across machines.

Or hash-seed by game state

Seed from game ID; same seed = same order.

Replicate the seed

Server picks seed; replicates; clients use same seed. Order matches.

“Random isn't deterministic by default. Multiplayer needs seeding.”

If your game uses random in network-relevant code, the seed propagation is mandatory.

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