Super stuck on this one, but maybe I have a fundamental misunderstanding of client/server object refs.
Here's my attempt at a proof of concept, but it's failing - the temp var that I want to store a ref to the serveractor appears to be a ref to the **client **actor, which returns none after the actor leaves net cull distance.
In this poc: I press 1 and that sends an server event which uses an interface; which goes to the UnitBP (on the server?), which stores a replicated ref (ServerUnitRef) to itself
I press 2 and the game grabs the ServerUnitRef and saves it to TEMPServerRefStorage on the player controller
[I walk the actor out of cull distance, and they are removed from screen]
I press 3 and my expectation is the TEMPServerRefStorage still has a ref to the server object and should be able to get its location.
All prints are firing data, but #3 returns 0,0,0 when the client actor is out of cull distance.
My backup plan is to store a GUID on the actor and then use a "get all actors of class", then filter by GUID - but that feels super heavy for what I need (the location of a single actor who is outside cull distance).




good stuff thanks
Although I guess I'm usually changing the whole struct at once in my current uses 
