@,
Ok I think I understand the way you suggest to implement this.
In fact the PerConnectionState will hold the data that I want to send to a connection in particular.
On my case, it will hold the Pawn Ref and its health. So on the client, if I want to show the health I won’t look on my Pawn class, but I will get this information from the PlayerController. Or when the PerconnectionState is replicated, I can update the data on the client.
I think this will work for my case. Thanks for the suggestion.
Ps: As you said, RPC is not ok for Health as it will change a lot and RPC will cost much more thant the regular Replication process.