Class is not replicating to clients

Hi all,

I have a plane_bp blueprint that uses the Easy Flight Model plugin component for flight mechanics.
The blueprint’s parent class is SBaseAircraft which has a replicated Fuel variable that slowly decreases on beginplay:

	UFUNCTION(BlueprintCallable, Category = "AircraftCondition")
	float GetFuel() const;

	UFUNCTION(BlueprintCallable, Category = "AircraftCondition")
	float GetMaxFuel() const;

	UPROPERTY(EditDefaultsOnly, Category = "AircraftCondition", Replicated)
	float Fuel;

	UPROPERTY(EditDefaultsOnly, Category = "AircraftCondition")
	float MaxFuel;

	// Decrements fuel, used by timer.
	void DecrementFuel();

The player blueprint parent is a Character class which contains a replicated variable called CurrentAircraft of type SBaseAircraft, and another variable called CurrentAircraftType, which is set as the plane_bp blueprint:

	UPROPERTY(EditAnywhere, meta = (AllowPrivateAccess = "true"))
	TSubclassOf<class ASBaseAircraft> CurrentAircraftType;

	UPROPERTY(Transient, Replicated)
	class ASBaseAircraft* CurrentAircraft;

	UFUNCTION(BlueprintCallable)
	ASBaseAircraft* GetAircraft() const;

Whenever a player spawns in, the plane_bp is spawned in with the player and the CurrentAircraft is set to the aircraft that was just spawned in:

void ASCharacter::BeginPlay()
{
	Super::BeginPlay();
	FActorSpawnParameters SpawnParams;
	CurrentAircraft = (class ASBaseAircraft*)GetWorld()->SpawnActor(CurrentAircraftType.Get(), &GetActorTransform(), SpawnParams);
}

I’m trying to print out the player’s CurrentAircraft’s fuel every tick:

But only the server shows fuel decreasing from 100, and the client is for some reason 0:

306604-ue4editor-2020-07-09-02-31-46.png

If I uncheck the ‘replicates’ box in the plane_bp blueprint, the server and the client show the correct fuel counter - but the plane’s movements are not replicated:

306607-2020-07-09-02-34-01.png

306598-ue4editor-2020-07-09-02-35-19.png

I’d really appreciate anyone’s help with this. Thank you.