I have been having an issue where a late-coming peer (joining the game after the others have started) is unable to receive 'client update' trigger and/or set its client input state.
- Everything works just fine if all the host/peers join at the same time
- The late-comer peer is able to see the syncd movements of the other players
- If I disable the 'on client update' trigger, the peer can locally set the setbits, but is still unable to 'send' this data to the peer via the 'set client input state'
Any ideas what could be interfering with the 'client update' trigger but at the same time not interfering with the object sync?