RepNotify from c++ confusion.

Sorry to revive this antique thread, but I’m really not following the logic here. What if I have a UPROPERTY which is BlueprintReadWrite and uses a ReplicatedUsing function? If the Blueprint changes the value, I have no way to manually call the OnRep function on the server.

e.g.:


UPROPERTY(BlueprintReadWrite, ReplicatedUsing = OnRep_MyFn)
bool bMyProperty;

UFUNCTION()
void OnRep_MyFn();

How would I make sure OnRep_MyFn is called on the server when the value is changed from Blueprint?

At the very least, I would let this behavior be modified by a metaflag on the property.