Shows at left up corner of the screen debug output
“Client/server : Authority : OSWindowName : ActorName : IsRaisedState” the state/variable that is RepNotify.
That’s just after client joined server, we can notice that the Server and client have data miss match.
I also just tested with debug. On server the current state is false (default value in blueprint = false, but instance editable set to true).
When client joins the server, from the time begin play ticks first time, the variable is accessed only once as GET from UpdateState called at BeginPlay to update it’s state.
At actor state is true at begin play, and the variable returns it’s state as true if printed afterwards.
From what you wrote above as Engine rules. It doesn’t fit what is happening on my side.
The variable on server is different then clients and repNotify is not issued.
I tried all variations every one works fine, EXCEPT one where variable is InstanceEditable its default state doesn’t match it’s placed in level state. (In blueprint it’s set to false, but in level it’s ticked to true)
CONCLUSION:
I suspect the repNotify doesn’t check if the variable is InstanceEditable and compares to it’s blueprint default value thus mismatch.
OR the InstanceEditable logic is called after RepNotify procs thus overwriting the state.
OR somehow my steamLan1.38 that comes with UnrealEngine installation is flawed.
I will try today to get someone to help me test Online, if the problem occurs there as well. Since i am testing locally on one machine.
Kinda hoping it’s my driver, but could be oversight that repNotify doesn’t compare to InstanceEditable override, would be typical