Property Replication broken in editor after update to UE4.27

I have a simple project in UE4.26 that rotates an actor in the z axis in the Tick function using AddActorLocalRotation and a replicated property (i called it RotationRate) to determine the speed of rotation. The property is replicated so when i change the RotationRate of the actor instance in the editor it updates RotationRate on both the server and clients, works fine in UE4.26. The exact same project and code updated to UE4.27 no longer works when i update the actor instances RotationRate property in the editor via the details panel. When i try to change the RotationRate property in the editor it doesn’t change in the editor. Has something changed since UE4.26 that would cause this issue or is this a bug? My code is as follows:
Header:

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SpinningBar.generated.h"

UCLASS()
class MULTIPLAYER1_API ASpinningBar : public AActor
{
	GENERATED_BODY()
	
public:	
	ASpinningBar();

protected:
	virtual void BeginPlay() override;

public:	
	virtual void Tick(float DeltaTime) override;

private:
	UPROPERTY(EditAnywhere)
	UStaticMeshComponent* BarMesh;
	
	UPROPERTY(EditAnywhere, ReplicatedUsing = OnRep_RotationRate)
	float RotationRate = 200;

	UFUNCTION()
	void OnRep_RotationRate();
};

Actor:

#include "SpinningBar.h"
#include "Net/UnrealNetwork.h"

ASpinningBar::ASpinningBar(){
	PrimaryActorTick.bCanEverTick = true;
	BarMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Actor Mesh"));
	SetRootComponent(BarMesh);
	bReplicates = true;
}

void ASpinningBar::BeginPlay(){
	Super::BeginPlay();
	if (HasAuthority()) {
		NetUpdateFrequency = 5;
		SetReplicates(true);
		SetReplicateMovement(true);
	}
}

void ASpinningBar::Tick(float DeltaTime){
	Super::Tick(DeltaTime);
	AddActorLocalRotation(FRotator(0.f, RotationRate * DeltaTime, 0.f));
}

void ASpinningBar::OnRep_RotationRate(){
	UE_LOG(LogTemp, Warning, TEXT("Replicated Rotation"));
}

void ASpinningBar::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const {
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(ASpinningBar, RotationRate);
}

When i change RotationRate in the actor instance in the editor in 4.26 it works fine. in 4.27 it no longer works with exactly the same code.

Edit: I am running the game from within the editor with play mode set to ‘Selected Viewport’ and have Net Mode set to ‘Play as Listen Server’.

Same issue in BP.

While Server-side replication worked in UE4.25, a multicast is needed in UE4.27

Any thoughts?

Experiencing the same issue here as well. Has anyone managed to get this to work?

Not getting it to work as it was in 4.25, but replacing server events by multicasts solves the issue…

Where you able to solve this? I’m having the same issue on 5.0 even though I see a lot of tutorials that do it like OP described. I made a post recently about it but no answer yet.