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 so any object could be initialized from there
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