You need to define the GetLifetimeReplicatedProps function in your CPP file.
You replicate UPROPERTYs with Replicated or ReplicatedUsing, and then also add them to GetLifetimeReplicatedProps.
void AIntegratedCharacterNoAI::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AIntegratedCharacterNoAI, YourVariableNameHere);
}
Also, don’t forget to #include “UnrealNetwork.h” in your CPP. And in your main .h file change #include “EngineMinimal.h” to "#include “Engine.h”.