Multicast Event not running on the clients!

I’m fully aware of network issues will result in a chance the multicast is not received on lossy clients.

I’m looking at an approach to have all clients load specialized functionality etc in a one off call from the server (passing specialized info). Info is the same for all clients.

Doing it with Rep_notify adds a variable and a function to the character class. Variable will also be added to replication graph and checked every pass.

For giggles lets say the specialized info is a row name from a data table. The OnRep function would look up the row and add an Actor Component to the character class, then set a reference. That’s it. From there onward the row name has zero value. The variable will never be updated again, nor the function run again.

Using rep_notify here would require the server to loop all players and set the rep_notify for each. 100 players = 100 iterations of the loop, 100 vars replicated out to every client (gotta keep them sims updated). Then role checks etc added to the onrep function to ensure only the client-side autonomous executes the logic.

At that point wouldn’t it be better bandwidth and net saturation wise to build a polling function using component reference validation as control for row request?