> For the complete documentation index, see [llms.txt](https://unlycky-roll-studio.gitbook.io/unlucky-roll-studio-or-plugin-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unlycky-roll-studio.gitbook.io/unlucky-roll-studio-or-plugin-documentation/advanced-debug-menu-documentation/features/local-players-and-networking.md).

# Local Players and Networking

The **Advanced Debug Menu Plugin** supports multiple local players by providing a separate **Debug Menu and Monitor window** for each player.

### Local Players

* The **Advanced Debug Menu Subsystem** stores the registered entries for the current GameInstance.
* Each **Local Player** has its own menu presentation and window layout.
* Registered values and pinned entries are shared between the local players in that GameInstance.

To control one specific player, use **GetLocalPlayerMenu** and call the corresponding menu functions on the returned local subsystem.

{% content-ref url="/pages/bNC6l12d9muMbbWDqYts" %}
[GetLocalPlayerMenu](/unlucky-roll-studio-or-plugin-documentation/advanced-debug-menu-documentation/features/advanced-debug-menu-subsystem/getlocalplayermenu.md)
{% endcontent-ref %}

### Networking

The plugin **does not automatically replicate modified properties or debug actions** across the network.

Changes are performed in the local process. If an edit must affect a server-authoritative value, route that operation through your existing gameplay networking logic.

{% hint style="warning" %}
The plugin does not provide a remote debug server or its own replication system. A dedicated server without a local player has no visible Debug Menu interface.
{% endhint %}
