Hi, I seem to have a problem with properly timing events when trying to refresh player UI in a network game. I need to present some initial data on the UI, which is a widget component in my pawn. This implies I need to set it after BeginPlay has been called, otherwise the widget does not exist yet. The data is owned by PlayerState.
On the server, I wait for PawnSet to fire, then I call a replicated event on the Pawn owning client with the needed data, so it can be presented on the UI in the client. The problem is that PawnSet and the resulting replicated event is fired before BeginPlay is called on the Pawn, so the UI doesn’t exist yet. Is there a way to make sure I can call replicated events on the owning client after the Pawn has been fully initialized (BeginPlayer has finished)?