Ok, after a second look at ShooterGame i solved the problem, apperently you must set the variabledefinition as below:
UPROPERTY(BlueprintReadOnly, Replicated, Category = "Preplan")
TArray<UMinionDataWrapper*> MinionDataArray;
void AShooterPlayerState::CopyProperties(class APlayerState* PlayerState)
{
APlayerState::CopyProperties(PlayerState);
if (PlayerState != nullptr)
{
AShooterPlayerState* ShooterPlayerState = Cast<AShooterPlayerState>(PlayerState);
if (ShooterPlayerState)
{
ShooterPlayerState->MinionDataArray = MinionDataArray;
}
}
}
Think the BlueprintReadOnly is the key here, hope some1else can get helped by this finding,
cheers!