title: NetMulticast | Not beeing called in client
body: <p>My problem is that a function with "NetMulticast" is not beeing called on clients.</p>
  
  <p>I have a function like this:</p>
  
  <pre><code>UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "Construct")
  void Build(...);
  </code></pre>
  
  <p>Which i call from my 'GameModeBase'. It is executed on the server, but not on the clients.
  The function belongs to a component of an actor.
  Both the component and actor are beeing replicated (I see their constructors beeing called on the client).
  '
  Build' is called in PostInitializeComponents of the 'GameModeBase', right after creation of actor and the component.</p>
  
  <p>Is there something I am clearly doing wrong, or something i might have not done that is required?
  What can i do to find out the issue?</p>
  
  <p>I'am printing the relevant event, the actor is "Terrain", and its component "TerrainMesh".
  Maybe the problem is that the terrain does not exist yet on the client when I try to call build?
  That would seem like very undesired behaviour of the replication system though...</p>
  
  <pre><code>LogTemp: GameModeBase | Constructor
  LogTemp: Terrain | Constructor SERVER
  LogTemp: TerrainMesh | Constructor SERVER
  LogTemp: TerrainMesh | Build SERVER &lt;---- The replicated function not beeing replicated.
  LogTemp: Terrain | Constructor CLIENT
  LogTemp: TerrainMesh | Constructor CLIENT
  </code></pre>
  
  <hr>
  
  <p>EDIT:</p>
  
  <p>To make it simpler, i put the function in the actor itself. If i represent the code as blueprint it clearly states it should replicate to all, but it does not.</p>
  
  <p><a href="https://i.stack.imgur.com/Pd4U8.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/Pd4U8.png" alt="https://imgur.com/a/o78i9"></a></p>