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Replicated Variable sometimes 0

Hi. I'm replicating a int32 called "playing" in my game. However, it sometimes is 0 in Tick, which is really bad since it might cause a delay. I only set it once every few minutes, so I don't understand why it would reset to 0. The server is the one setting the variable.

in cpp

 void AMusicSuiteCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const
     DOREPLIFETIME(AMusicSuiteCharacter, playing);
 void AMusicSuiteCharacter::Tick(float deltaseconds)
         UE_LOG(LogTemp, Warning, TEXT("onegaishimasu: %d "), playing);

in header

     int32 playing;

any idea how to prevent it from resetting the variable to 0?

Product Version: UE Github Master branch
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asked Apr 01 '16 at 10:30 PM in C++ Programming

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avatar image Shadowriver Apr 02 '16 at 01:41 AM

Is there diffrence in behavior in client and server?

avatar image Leystryku Apr 02 '16 at 05:19 AM

nope, both seem to do this :c

avatar image Leystryku Apr 04 '16 at 10:47 PM

Did my question get lost in the noise?

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