Hey guys, I have a really strange problem here that I don’t seem to find a way to solve.
Basically, I have a PlayerController class with replicated TSubclass.
MyPlayerController.h
UPROPERTY(Replicated)
TSubclassOf<APawn> MyClass;
MyPlayerController.cpp
void AMyPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
DOREPLIFETIME(AMyPlayerController, MyClass);
}
And then when I play test, with print string every tick from the player controller blueprint inherited class - print the playerstate name, playerstate is null from the client and still valid on the server.
If I do the samething with blueprint, everything works fine. I don’t know whether this is a bug or I have done something wrong