This is my super simple example, happening on the player pawn (which is basically the Third Person demo character). S_RPC that is sent from the client-> server never shows up in the log. If I add a delay in the EventBeginPlay of 1.0, S_RPC does get called. What is the proper way to do this, that doesn’t rely on a delay? How can I know the actor is net-ready and can send off RPCs properly (and nothing behind the scenes is still being resolved on the network/setup?)