When I put a replicated variable in a custom C++ AGameState and connect through a session ,the server PlayerController spawns normally but the game breaks on the clients, I’m sure that the BeginPlay() event is not called on all of them no matter what I try.
I’m sure there’s a different reason for such behavior. Need more detail. What variable , what it does, are there any methods like OnRep stuff, that may do something funny.
Pretty much any replicated variable with GetLifetimrReplicated breaks the clients, even standard types like float or int32. I don’t get any compiling errors.
Are you calling the Super for GetLifetimeReplicatedProps?
Such as:
void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
DOREPLIFETIME( AActor, Owner );
}
I think i forgot that, I can’t replicate the problem because i changed my code around using the game state, but that might have been it.
I had the same issue, and I had indeed forgot to call Super in GetLifetimeReplicatedProps. Good call.