Actor pointer not replicating

Hello Every one… I create an object on the server on the BeginPlay function something like this…

void APSE_LYFE_Character::BeginPlay()
	if (Role == ROLE_Authority)
		InventroyPtr = GetWorld()->SpawnActor<APSE_LYFE_Inventory4_QuickSlots>(InventoryClass);
		GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, "Inv spawn");

The InventoryPtr is set to replicate but its not replicating.

UPROPERTY(Replicated, Transient)
	class APSE_LYFE_Inventory4_QuickSlots* InventroyPtr;

I am trying to check if the pointer becomes valid on the client but it is not.

Try adding the below code to your cpp file:

void APSE_LYFE_Character::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
    Super::GetLifetimeReplicatedProps( OutLifetimeProps );

    DOREPLIFETIME_CONDITION( APSE_LYFE_Character, InventroyPtr, COND_OwnerOnly );

Thank you… :slight_smile: Working on replication again after a few weeks and I had forgotten about that…