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Replicating a variable in a custom AGameState breaks playercontroller on client

When I put a replicated variable in a custom C++ AGameState and connect through a session ,the server PlayerController spawns normally but the game breaks on the clients, I'm sure that the BeginPlay() event is not called on all of them no matter what I try.

Product Version: UE 4.13
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asked Dec 20 '16 at 11:10 AM in C++ Programming

avatar image

aa1000
25 12 13 15

avatar image Holybreath Dec 20 '16 at 11:43 AM

I'm sure there's a different reason for such behavior. Need more detail. What variable , what it does, are there any methods like OnRep stuff, that may do something funny.

avatar image aa1000 Dec 20 '16 at 01:35 PM

Pretty much any replicated variable with GetLifetimrReplicated breaks the clients, even standard types like float or int32. I don't get any compiling errors.

avatar image ImVawx ♦♦ STAFF Dec 20 '16 at 01:53 PM

Are you calling the Super for GetLifetimeReplicatedProps?

Such as:

 void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
 {    
     Super::GetLifetimeReplicatedProps( OutLifetimeProps );
     DOREPLIFETIME( AActor, Owner );
 }
avatar image aa1000 Dec 20 '16 at 06:03 PM

I think i forgot that, I can't replicate the problem because i changed my code around using the game state, but that might have been it.

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