I don’t know much about ReplicationGraph specifics, but when trying to add replicating components to the ShooterCharacter class in the ShooterGame example project in a vanilla 4.24 engine version, I get a nullptr exception at
TClassMap<enum EClassRepNodeMapping>::GetChecked(UClass * Class).
The line that essentially fails in ShooterReplicationGraph.cpp is:
const bool bClassIsSpatialized = IsSpatialized(ClassRepNodePolicies.GetChecked(ReplicatedClass));
I know this is a fairly specific example in ShooterGame, but it’s a largely unaltered reference implementation of the UE Replication Graph concept. What is the best practice to either implement Spatialization logic or bypass these nullptrs safely?