EventBeginPlay: Initialization Issues With Networking

Initializing things in a network environment is so messy in UE4… So many things going on I just wish there were a YouAreGoodToGo Event for initialization that is at AActor level :slight_smile: so any object could be initialized from there :smiley:
Anyway, regarding this specific issue, I’ve overridden OnRep_PlayerState().
I’m working on Blueprints as well so, so I added a blueprint event that is called within OnRep_PlayerState()

in .h

    	virtual void OnRep_PlayerState() override;
    	
    	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
    	void OnClientInitialize();

in .cpp

    void ACustomPlayerController::OnRep_PlayerState()
    {
    	OnClientInitialize();
    }

in BP_PlayerController