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
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AMusicSuiteCharacter, playing);
}


void AMusicSuiteCharacter::Tick(float deltaseconds)
{
	Super::Tick(deltaseconds);
	
        UE_LOG(LogTemp, Warning, TEXT("onegaishimasu: %d "), playing);

}

in header

UPROPERTY(replicated)
	int32 playing;

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

Is there diffrence in behavior in client and server?

nope, both seem to do this :c

Did my question get lost in the noise?