RepNotify from c++ confusion.

I checked again and looks like it’s only running on the client when modified via blueprints (at least in PIE). If you’re sure it’s supposed to work, I wonder what I’m doing wrong:


	
public:
	UPROPERTY(EditAnywhere, ReplicatedUsing = OnRep_Decisions, Category = "Operator", BlueprintReadWrite)
		TArray<FOperatorDecision> Decisions;

        UFUNCTION()
		void OnRep_Decisions(); //only called on clients when Decisions is set from Blueprint.


I should add that this is on an ActorComponent, not an actor. Could that be part of it?