Issue with variable replication not updating correctly on clients (UE5 C++)

Hi everyone,
I’m working on a multiplayer game in UE5 using C++. I have a replicated actor with a variable (let’s say int32 Health) that should update on all clients when it changes on the server.

Here’s what I’ve done so far:

  • Marked the variable with UPROPERTY(ReplicatedUsing = OnRep_Health)
  • Implemented OnRep_Health()
  • Called GetLifetimeReplicatedProps() and added the variable with DOREPLIFETIME()
  • Made sure the actor is replicated and relevant to clients

The problem is:
The health updates correctly on the server, but sometimes clients don’t see the updated value or the OnRep_Health() doesn’t trigger at all.

Has anyone experienced this? Could it be an issue with network relevancy or ownership? Any tips for debugging replication issues like this?

Thanks a lot!