PrinceOfFunky wrote:... to the Client.
I would like to see INSIDE client.
I think you misunderstood equation.
I said Client-Log not ServerGame-Log or StandAloneGame-Log. And let me see, your functions are not simulated and you did not mention anything about "Package", so client has nothing as long as bytes are discarded because they don't have a target. What you have is just a server-side and won't help any name like "variables" or such things for client because client doesn't know what happens in server. If you don't test these between A Server and A Client, then all that replications circus is useless. When I was toying with replication things I was using logs to see WHERE are located and HOW. Usually they should be seen in both LOGS - mainly is about Server.log and UnrealTournament.log - one is client the other is server.
Like I said a package fires an Info Actor or such owned by Player. That thing belongs to a package. Some simulated function occurs in both sides but... client needs values (THOSE are declared in replication). No package, no client participation.
Second thing doable is testing where is executed some code using an authoritative test. I did not see that, so you are still confused. Keep going...
Edit: I don't know if I have to write a small null mutator as example, we already have MapVote doing cute things. Mapvote runs as authority in server, is loaded as package and has several codes executed into client.
Mainly you can start working with more simple things rather that these replication related problems and try first to gain a bit of experience about how works this stuff.