Client-side constructor fires before ExposeOnSpawn variables are acquired

Client-side constructor (Of a replicated actor spawned on the server, since multicasting the spawn will create a duplicated object) will process without first acquiring the variables marked as ExposeOnSpawn.
Replication status of the said variables does not seem to make any difference.

Allegated is a minimal project reproducing the issue: Just fire up 2 clients and, as server, press 1.
Bound to 1 there’s a sphere spawn, with a Float parameter set to 5: The spawned object construction script sets the scale to that number+1.

The server correctly sees a size-6 sphere, while clients will see a size-1 sphere.

Project zip: http://puu.sh/o2HwS/9a33eeda95.zip

You talking about C++ constructor or blueprint construction script?

I tested the blueprint construction script.

I’d say that this isn’t a bug. The construction script will run (if it even does) the second the actor is spawned. It will not run again when the float value is replicated. You need to add an onrep event to set the size.

Hello aureon,

I believe that what TTam has suggested (if I understand your issue correctly) will resolve the issue that you are seeing I tested this on my end and it appears to be working for me. I will be accepting their answer. If this issue continues feel free to reopen this issue with a reply to this thread with any additional information about the issue that you are having.

Make it a great day