In both cases OnRep is called on the client.
However, an OnRep function will also be called on the server in blueprint, which is not true if you implement an OnRep in C++.
Tested inside the editor, if there is any difference from a packaged game (which I can’t see why in this case).
Follow-up Question, which is the intended behavior of OnRep?
Hey Pumpy Bird-
The behavior you’re seeing, both in blueprints and in code, is expected. In the forum post below, points out that the server does not automatically get the ReplicatedUsing function called and must be called manually.
Hey guys, i have a problem with coding a RepNotify variable from c++ and that is it’s not being replicated at all. I’m trying to follow somehow similar steps to the Blueprints tutorial that was put on some days ago. in my character’s header file i...
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You’re the best !
Thanks for clearing that up for us network newbies.