Assertion failed: Property->PropertyFlags & CPF_Net

Hello,

I recently stumbled upon the problem, that when I start my project in multiplayer, it crashes with the following error message: “Assertion failed: Property->PropertyFlags & CPF_Net”

I narrowed down the problem to a certain blueprint. Replicating any variable in this blueprint seems to cause this crash. If this specific blueprint gets recompiled before executing the project, the crash will not occur.

I would be grateful for any ideas on how to fix this, the blueprint and the error message are enclosed.
Thanks!

Blueprint export file

Assertion failed: Property->PropertyFlags & CPF_Net [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\RepLayout.cpp] [Line: 2855]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Engine!FRepLayout::InitFromObjectClass() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\replayout.cpp:2857]
UE4Editor_Engine!UNetDriver::GetObjectClassRepLayout() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3303]
UE4Editor_Engine!UNetDriver::FindOrCreateRepChangedPropertyTracker() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:3287]
UE4Editor_Engine!AActor::CallPreReplication() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:924]
UE4Editor_Engine!UNetDriver::ServerReplicateActors_BuildConsiderList() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2435]
UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:2906]
UE4Editor_Engine!UNetDriver::TickFlush() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\networkdriver.cpp:304]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:848]
UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1391]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1408]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I’m having the same issue. We also found the same solution. Its our Character file using replicated variables from the player state. We are using 4.13.2 from source on there github