This may seem really simple but I'm lost on the proper way to do this in UE4 blueprints. My client logs in with customID, retrieves user data, etc. onto their game client and then joins matchmaking. They connect to a server with other players and inherently each player needs to retrieve that same user data on the server, so that they are not passing client (unsecure) data to the server at the beginning of a match. Calling API's like "getuserdata" from the server API on the game server requires a PlayFab ID. I also don't want to pass my client's PlayFab ID to the server to make these calls, because they could pass in a fake PlayFab ID and get someone else's user data.
How can I get and store a client's PlayFab ID on the game server so that I can retrieve each users data with the server API? Do I call loginwithcustomID on the game server for each user? Do I pass the client's original session ticket to the game server and authenticate it?