Why would it run OnRep_VAR on the server when the component is not set up to replicate? Secondly, I’m using a custom ActorComponent subclass built in Blueprint as a ‘static actor component’. There does not appear to be a Component Replicates checkmark for my custom subclass. Perhaps I built it incorrectly? The variables in the custom subclass are marked for replication and so is the containing Actor.
EDIT: A quick test shows that the Component Replicates checkmark does not appear in the Class Defaults of a fresh ActorComponent Blueprint. What am I missing?
Right you are! I see that code in the 4.12 code as well. However, here is the Details panel of my ActorComponent subclass’s Class Defaults:
This is driving me crazy. This seems like it should “just work”. I really really hope I’m just missing something simple. Otherwise, I will have to wait for a patch from Epic, in which case I might as well build my own engine again…
Thats all fine questions, but i dont have expertise for it to answer, only guesses based on my blueprint networking experience and according to it, there are was checkmark in 4.8 for sure, but now its gone, while property suggest its should be there.
Holy crap! After your recommendation, I did a work-around by calling Set Is Replicated in Event BeginPlay for my custom ActorComponent subclass and IT WORKED! Would be awesome to have the checkmark back (hint, hint, Epic), but this will do for now. Thanks for the sanity check and push in the right direction @CriErr