Say a vehicle has two weapons. That is a total of three actors. Vehicle actor spawns its weapons during roleAuthority PreInitializeComponents. The weapon during spawn wants to GetOwner()->NotifyWeaponSpawned during beginplay but it can't because it was replicated BEFORE the vehicle. This would make owner null until vehicle finishes replicating.
I can only think of one system that fixes this problem and thats actors + actorComponents. With actor components they are guaranteed to all be replicated along side its owning actor, always, everytime. But actors spawned from other actors have no such system. For christ's sake the GameState and PlayerState is sometimes is the LAST thing to replicate vs other actors in the map.
Is there any way to enforce some actors to replicate before others? I just want to call some functions via GetOwner()-> that's all.
I can only think of one system that fixes this problem and thats actors + actorComponents. With actor components they are guaranteed to all be replicated along side its owning actor, always, everytime. But actors spawned from other actors have no such system. For christ's sake the GameState and PlayerState is sometimes is the LAST thing to replicate vs other actors in the map.
Is there any way to enforce some actors to replicate before others? I just want to call some functions via GetOwner()-> that's all.
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