How to create a "Looping" Cast. C++

why int16? if you want this to happen across the wire then your fastest options are uint8 and int32 (these are also understood by blueprints for pins)
does the value need to be greater then 255, or is it meaningful for the value to be negative?

if the object is “needed” for the game logic to work, then have them created together to begin with (could one be a component on the other?)
what if the object never shows up, will your game crash, will you try to create it again?

if this is critical for progress, could this create a situation where the player or game state is soft-locked until it resolves, or thinks its soft-locked? this could also create strain on the system where it is having to run these timers to then do a poll/broadcast all of it just seems slow…