// UserInputSync.h #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ClusterSyncedMethodCaller.h" #include "UserInputSync.generated.h" UCLASS() class AUserInputSync : public AActor { GENERATED_BODY() public: void BeginPlay() override; void EndPlay(const EEndPlayReason::Type EndPlayReason) override; UFUNCTION(BlueprintCallable) void OnUserInput(); void ReactOnUserInput(TMap<FString, FString> SomeParameters); private: //storing it as UPROPERTY is very important so it is not garbage collected! UPROPERTY(VisibleAnywhere) UClusterSyncedMethodCaller* SyncedMethodCaller; };