Hi UE team,
We have a following issue, on server during BeginPlay of the character we have called multicast rpc (wasn’t a made decision, applied gameplay effect which called gameplay cue which led to multicast). And that led to the situation where we have received on a client BeginPlay of the replicated character with Role = SimulatedProxy, while without multicast call it is AutonomousProxy right away on BeginPlay.
That all happened because multicast rpc opens a channel and gathers data for sending right away at the moment of the call even if that call happened during object construction (IsActorBeginningPlay = True).
We have removed that call for us and added ensure for such case for now as that breaks our systems as we expect on client on BeginPlay to have fully prepared character.
What is the general rule or recommendation there in UE? Is this behavior considered normal or that should be flagged and warning/error is some sort?
Thanks for the answer!