I talk about proper way do things.
If things work to you this is not necessary mean it make in proper way.
Possible it only work for your conditions only or you not notice when it fail.
Therac-25 is too work most time fine.
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f7r wrote: ↑Wed Apr 28, 2021 1:25 am
Then it is impossible to make logic on replicated variables in event of this sequence? What should I use in this?
I not see any stuff about client in your post. You check server log. IDK why.
No "simulated" keyword near calls.
Possible you need better understand difference between client and server and how replication work.
About where you can call your code on client:
Possible you need PostNetBeginPlay event.
On server it will be called during spawn with defaults but on client, possible, with replicated values. Need check it.
f7r wrote: ↑Wed Apr 28, 2021 1:25 am
And #2 - it is not clear why internal variables of class EavyDarkmatchSpawnnotify accepted the values of defaultproperties class mutator? But how did it get there?
It is strange. In my assumption there must be default values from class itself ("false" if you not touch it).
f7r wrote: ↑Wed Apr 28, 2021 1:25 am
Maybe it is better to somehow read the mutator variables from the inside of EavyDarkmatchSpawnnotify spawned on client?
Mutator not exists on client normally.
You can send it via enable it for replication.
In general no any difference with current way.
But you can not be sure if mutator already replicated on client.
UE guaranteed only sequence of one actor calls/changes. And only if it is "reliable" replication stuff.
If you use more than one actor, then order of spawn Actors on client not determined.
Also I see
f7r wrote: ↑Wed Apr 28, 2021 12:47 am
if ( !Initialized )
In your code, so or you blindly copy that code or you can be familiar with concept "run once" code.
So you can use this approach for run some code once on first Tick or when all stuff replicated to client fully.