You will not have accurate stat values on the clients, no matter how hard you try, unless you change the entire network model to be a “deterministic, queued-commands” model like most RTS-es. The Unreal networking model by default makes implementing that pretty hard, and on mobile you have no guarantee of numeric determinism, so it’s a very very hard thing to implement. I’d suggest living with the fact that some stats are going to be off for a little bit on the client occasionally.
Isn’t that exactly what I suggested above? (Actually, I suggested re-calculating only when things actually change, which will be less than once per frame typically)
I was thinking more along the lines of full local calculations, no replication of internal parameters. Only passing over the driver of stat changes like a character level once per character spawn.
The data would be for the most part static only updating local database entries en mass via a game version / internal stat system update at the start of the game.
No mention of in-game updating deltas in my later post like in your earlier post.