Could there not be an Option 4 which is the same as my Solution A in the OP? Solution A above only works assuming that saved variables in GameState are replicated in order. So in my example, if I set my “StateReady” variable in GameState I know 100% that Variabe1 through Variable5 have been set and I don’t need to worry about checksum. I just don’t know if I can make this assumption or if I need to use a checksum…
Clients do not have a GameMode object, so for them the GameState would be an equivalent of it. Having client-side game logic run on GameState’s RepNotify or Multicasts seems perfectly fine to me.
Yes thank you for that, I am aware of that. In my screenshot above, the GmaeMode only exists on the server, but on the client I have the BP_UIManager (only exists on Client, spawned by playerController) which essentially manages UI logic that is high level for the client.