Client not getting weapon class to spawn object

Hello,

I’ve been trying to get a basic multiplayer equip going. I’ve looked through a bunch of forum posts for advice with no luck.

When the player hits the interact key on the world-weapon, it should destroy the “pickup” actor and then spawn the “weapon” actor at the attach location. I have the interact add the weapon to an inventory array, then it Runs on Server to destroy the pickup actor, and then that should do a Run on Server to spawn the actor at the attach point. I’m running it through an Is Valid flag to check it, so I’m seeing when the server Host tries to do this, it spits out Valid, but when the Client tries to do it, I get a failed everytime.

I debugged with print strings multiple steps back, and when the Client tries to do this, i get “accessed None…” errors from the Spawn Actor, and then found for some reason the client isn’t even pulling the Weapon to Spawn variable.

Any assistance is appreciated cause I spent 3+ hours trying every combination of server and multicast and replication, and i’m sure it’s something simple.

I still didn’t fix the issue, but after more tracing it backwards, i found that only the client is, for some reason, not reading the value from the Array right here

Server does everything… Weapon that’s being spawned has to be set to replicate.

You interact-> Hits true → RPC server to interact.
Server hits => destroys ground item → spawns weapon → Sets ownership → attaches.