I’m working on a party and matchmaking plugin. The issue I have right now is that when a lobby client’s OnLoginComplete() is called, these values are not yet replicated. That means I can’t really handle anything in the login function. I could use a timer, and delay handling stuff by a second or so, but that’s a hacky solution, and I’d like to avoid that.
// ALobbyBeaconClient.h - made by EPIC, the parent class of my custom lobby beacon client class /** Client view of the lobby state */ UPROPERTY(Replicated) ALobbyBeaconState* LobbyState; /** Player state associated with this beacon (@todo not splitscreen safe) */ UPROPERTY(Replicated) ALobbyBeaconPlayerState* PlayerState;
So, is there a way of overriding the behaviour of these replicated UPROPERTY variables behaviour without changing the source code? Instead of simply replicating, they would use the ReplicatedUsing=OnRep_SomeFunction macro.
Thanks in advance!