Alright, so I tried just setting my TArray<UItemBase*> inventory; to replicated, but it doesn’t replicate. I made a call to the server to add an item from an ID, so it should replicate to the clients that it has an item in the inventory, but it’s just null on everyone but the server.
So uh, as I said before, UObjects won’t replicate.
EDIT: I also added this to the .cpp file:
void AMyProjectCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyProjectCharacter, inventory);
}