Understanding property replication
As stated before, property replication allows for the synchronization of objects in an Unreal multiplayer environment. It should be noted that, as the server is authoritative, updates will never be sent by the client. Obviously, the client may (politely) ask the server to change a property value, and the server will behave accordingly. Additionally, property replication acts as a reliable service: consequently, the Actor on the client will have the same value as the server sooner or later.
This means that if you’re trying to modify, from the client, a property that is replicated, any changes you make to that property will only be temporary. You should be already familiar with this topic as the character’s movement logic, at the moment, is a bit buggy – we are trying to make the character run from the client, but the server is blocking our commands as soon as the network is updated.
This is happening because, as soon as the...