Attempt to call missing method 'InitializeClient' of table

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    So I’m making a Weapon system with OOP for the first time using components instead of inheritance(keep in mind im a noob at oop)
  2. What is the issue? Include screenshots / videos if possible!
    So, basically what happens is that, when i pass the Weapon Object to the client, it only replicates the main object methods, and not the component methods.
    Here’s my code:
    Weapon Class(the main one):
local Weapon = {}
Weapon.__index = Weapon
local Get = shared.Get
local GunHandler = Get("GunHandler")
local AbilityHandler = Get("AbilityHandler")
local MeleeHandler = Get("MeleeHandler")
local TowerHandler = Get("TowerHandler")

local viewModelModule = Get("ViewModelModule")
local cachedModules = {}
local secretNum = 1
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Events = ReplicatedStorage:WaitForChild("Events")
local rfn_newWeapon = Events.Remote.newWeapon
local RunService = game:GetService("RunService")
local ServerStorage = nil
local AssetsStorage = nil
local isClient = RunService:IsClient()
if not isClient then
	ServerStorage = game:GetService("ServerStorage")
	AssetsStorage = ServerStorage.Assets
end
local Tools = ReplicatedStorage.Assets.TOOLS
function Weapon.Start()
	for i,v in pairs(script:GetDescendants()) do
		if v.ClassName ~= "ModuleScript" then continue end
		local mod = require(v)
		cachedModules[v.Name] = mod
	end
end
function Weapon.Get(mod : string) 
	return cachedModules[mod]
end
local cachedWeapons = {}

function Weapon.GetWeaponObject(id : number)
	return cachedWeapons[id]
end

 function Weapon:Search(objectClass,nextTable)
	for i,str in pairs(nextTable) do
		
		if type(str) == "string" then
			print(self.WeaponModel)
			print(self.UniqueID)
			print(self.Owner)
			local newObjectClass = Weapon.Get(str).new()
			newObjectClass:Initialize(self.WeaponModel,self.Owner,self.UniqueID)
			objectClass:AddComponent(newObjectClass)
		else
			if i == "DATA" then
				continue
			else
				print(self.WeaponModel)
				print(self.UniqueID)
				print(self.Owner)
				local newObjectClass = Weapon.Get(i).new(str.DATA)
				newObjectClass:Initialize(self.WeaponModel,self.Owner,self.UniqueID)
				objectClass:AddComponent(newObjectClass)
				Weapon:Search(newObjectClass,str)
			end
			
		end
	end
end 
function Weapon.new(template,plr)
	secretNum += 1
	local self = setmetatable({}, Weapon)
	self.Name = template.Name or "Unnamed Weapon"
	self.ViewModel = nil
	self.Components = {} -- Holds behavior components
	self.Owner = plr
	self.WeaponModel = Tools.DefaultGun:Clone()
	self.UniqueID = secretNum 
	self.MainArm = template.MainArm

	return self
end
function Weapon:Serialize()
	return {ViewModel = self.ViewModel,Name = self.Name,Components = self.Components,UniqueID = self.UniqueID}
end
function Weapon.Deserialize(data)
	local self = setmetatable(data, Weapon)
	self.Name = data.Name
	self.Components = data.Components
	self.ViewModel = data.ViewModel
	self.UniqueID = data.UniqueID
	return self
end
function Weapon:Initialize(template)
	Weapon:Search(self,template.Components)
	cachedWeapons[self.UniqueID] = self
	print(self.UniqueID)
	self.WeaponModel:SetAttribute("UniqueID",self.UniqueID)
	print(rfn_newWeapon:InvokeClient(self.Owner,self:Serialize()))
	self.WeaponModel.Parent = self.Owner.Backpack
	
end
local function searchClient(object,viewModel,id)
	for i,v in pairs(object) do
		v:InitializeClient(viewModel,id)
		if v.Components then
			searchClient(v.Components,viewModel,id)
		end
	end
end
function Weapon:InitializeClient(viewModel,id)
	viewModel:Load()
	searchClient(self.Components,viewModel,id)
end
function Weapon:GetContents()
	print(self.Components)
	print(self.ViewModel)
end
-- Add a component to the weapon
function Weapon:AddComponent(component)
	table.insert(self.Components, component)
	component:Initialize(component.UniqueID) -- Pass the weapon to the component
end

-- General Equip method
function Weapon:Equip(whichOne)
	if isClient then
		self.ViewModel:Equip()
	end
	print(self.Name .. " is equipped.")
	
	for _, component in ipairs(self.Components) do
		if component.OnEquip then
			component:OnEquip()
		end
	end
end

-- General Unequip method
function Weapon:UnEquip()
	if isClient then
		self.ViewModel:UnEquip()
	end
	print(self.Name .. " is unequipped.")
	for _, component in ipairs(self.Components) do
		if component.OnUnequip then
			component:OnUnequip()
		end
	end
end

-- Delegate Attack to components



return Weapon

This is an example of one of my components so far(W.I.P):

local RangedAttack = {}
RangedAttack.__index = RangedAttack
local rep = game:GetService("ReplicatedStorage")
local runService = game:GetService("RunService")
local events = rep.Events
local assets = rep.Assets
local models = assets.MODELS

local rev_reloadGun = events.Client:WaitForChild("reloadGun")
local rev_noAmmo = events.Client:WaitForChild("noAmmo")
local rev_deployWeapon = events.Client:WaitForChild("deployWeapon")
local rev_showAmmo = events.Client:WaitForChild("showAmmo")
local rfn_shoot = events.Remote:WaitForChild("Shoot")

local placeHolderBullet = models.PLACEHOLDER_BULLET
function RangedAttack.new(template)
	local self = setmetatable({}, RangedAttack)
	self.Ammo = 1
	self.ClipAmmo = template.ClipAmmo or 90
	self.MaxAmmo = template.MaxAmmo or 30
	self.Projectile = template.Projectile or placeHolderBullet
	self.Interval = template.Interval or 0.1
	self.ReloadTime = template.ReloadTime or 1
	self.DeployTime = template.DeployTime or 0
	self.Deploying = true
	self.Components = {}
	self.Name = script.Name
	self.WeaponID = nil
	spawn(function()
		while wait() do
			print(self.WeaponID)
		end
	end)
	return self
end
function RangedAttack:Initialize(weapon,owner,ID)
	print("initialized")
	print(weapon)
	print(owner)
	print(ID)
	self.Weapon = weapon
	self.Owner = owner
	self.WeaponID = ID
end
function RangedAttack:InitializeClient(viewModel,ID)
	self.ViewModel = viewModel
	self.WeaponID = ID
end
function RangedAttack:AddComponent(component)
	table.insert(self.Components, component)
	component:Initialize() -- Pass the weapon to the component
end
function RangedAttack:RefreshAmmo()
	local gui = self.Owner.PlayerGui.ScreenGui
	gui.TextLabel.Visible = true
	gui.TextLabel.Text = self.Ammo .. "/" .. self.ClipAmmo
end
function RangedAttack:OnEquip()
	if runService:IsClient() then
		self:RefreshAmmo()
		wait(self.DeployTime)	
		self.Deploying = false

	else
		wait(self.DeployTime)
		self.Deploying = false

	end
	
end
function RangedAttack:Activate()
	print(self.WeaponID)
	if RangedAttack:HasEnoughAmmo() then
		
	end
end
function RangedAttack:UnEquip()
end
-- Triggered when the weapon attacks
function RangedAttack:Shoot()
	if runService:IsClient() then
		
	else
		if self:HasEnoughAmmo() then
			for i,v in pairs(self.Components) do
			end
		else

		end
	end

end
function RangedAttack:HasEnoughAmmo()
	return self.Ammo > 0
end


return RangedAttack

And this is my WeaponHandler from the client:

repeat task.wait() until shared.LoadedPlayer == true

local get = shared.Get
local rep = game:GetService("ReplicatedStorage")
local contextActionService = game:GetService("ContextActionService")
local events = rep:WaitForChild("Events")

local rev_reloadGun = events.Client:WaitForChild("reloadGun")
local rev_noAmmo = events.Client:WaitForChild("noAmmo")
local rev_deployWeapon = events.Client:WaitForChild("deployWeapon")
local rev_showAmmo = events.Client:WaitForChild("showAmmo")
local rfn_shoot = events.Remote:WaitForChild("Shoot")
local rfn_newWeapon = events.Remote:WaitForChild("newWeapon")
local rfn_requestInteraction = events.Remote.doAction

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local mouse = player:GetMouse()

local weaponClass = get("WeaponClass")
local viewModelClass = get("ViewModelModule")

local weapons = {}
local function getWeapon(child)
	if not child then
		return nil
	end
	local uniqueID = child:GetAttribute("UniqueID")
	if uniqueID and child.ClassName == "Tool" then
		local currentWeapon = weapons[uniqueID]
		if currentWeapon then
			return currentWeapon
		end
	end
end
local globalCurrentWeapon = nil
local canPass = false
local function InteractRequest(ActionName,inputState)
	if inputState == Enum.UserInputState.Begin then
		for i,v in pairs(globalCurrentWeapon.Components) do
			if v.Name == ActionName then
				if v.Cooldown == 0 and not globalCurrentWeapon.WeaponModel:GetAttribute("Deploying") or true then
					rfn_requestInteraction:InvokeServer(globalCurrentWeapon.UniqueID,ActionName)
				end
			end
		end
	end
end

char.ChildAdded:Connect(function(child)
	
	local currentWeapon = getWeapon(child)
	if currentWeapon then
		globalCurrentWeapon = currentWeapon
		currentWeapon:Equip()
		print("equipped " .. currentWeapon.Name .. " weapon!")
		for i,v in pairs(currentWeapon.Components) do
			if v.Name == "ClickComponent" then
				print("click :D")
				currentWeapon.Connection = child.Activated:Connect(function()
					InteractRequest("ClickComponent",Enum.UserInputState.Begin)
				end)
				canPass = true
			end 
			if v.Name == "QComponent" then
				contextActionService:BindAction("QComponent",InteractRequest,false,Enum.KeyCode.Q)
			end
			if v.Name == "EComponent" then
				contextActionService:BindAction("EComponent",InteractRequest,false,Enum.KeyCode.E)
			end
		end
	end
end)
char.ChildRemoved:Connect(function(child)
	
	local couldBeCurrentWeapon = char:FindFirstChildOfClass("Tool")
	local result = getWeapon(couldBeCurrentWeapon)
	if result then
		globalCurrentWeapon = result
	else
		globalCurrentWeapon = nil
	end
	local currentWeapon = getWeapon(child)
	if currentWeapon then
		currentWeapon:UnEquip()

		print("unequipped " .. currentWeapon.Name .. " weapon!")
		for i,v in pairs(currentWeapon.Components) do
			if v.Name == "ClickComponent" then
				if currentWeapon.Connection then
					currentWeapon.Connection:Disconnect()
					currentWeapon.Connection = nil
				end			end 
			if v.Name == "QComponent" then
				contextActionService:UnbindAction("QComponent",InteractRequest,false,Enum.KeyCode.Q)
			end
			if v.Name == "EComponent" then
				contextActionService:UnbindAction("EComponent",InteractRequest,false,Enum.KeyCode.E)
			end
		end
	end
end)

rfn_newWeapon.OnClientInvoke = function(SerializedMetaTable)
	weapons[SerializedMetaTable.UniqueID] = weaponClass.Deserialize(SerializedMetaTable)
	
	local currentWeapon = weapons[SerializedMetaTable.UniqueID]
	print(currentWeapon.Components)
	currentWeapon:InitializeClient(viewModelClass.new(currentWeapon.Name),SerializedMetaTable.UniqueID)
	spawn(function()
		print(rfn_newWeapon:InvokeServer(SerializedMetaTable.UniqueID))
	end)
	return "success"
end
rfn_shoot.OnClientInvoke = function()
	return mouse.Hit
end
rev_reloadGun.OnClientEvent:Connect(function()

end)
rev_noAmmo.OnClientEvent:Connect(function()

end)
rev_showAmmo.OnClientEvent:Connect(function(ammo,clipAmmo,hide)

end)
rev_deployWeapon.OnClientEvent:Connect(function()

end)

And from the server:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local get = shared.Get
local events = ReplicatedStorage:WaitForChild("Events")

local moduleLoader = require(ReplicatedStorage.moduleLoader)

moduleLoader.Init(script:GetChildren())
moduleLoader.Init(ReplicatedStorage.Data:GetChildren())
moduleLoader.Init(ReplicatedStorage.Utils:GetChildren())
moduleLoader.Init(ReplicatedStorage.WeaponModules:GetChildren())

moduleLoader.Start()
local gunHandler = moduleLoader.Get("GunHandler")
local weaponClass = moduleLoader.Get("WeaponClass")
local playerModule = moduleLoader.Get("PlayerHandler")



local rev_reloadGun = events.Client.reloadGun
local rev_noAmmo = events.Client.noAmmo
local rev_deployWeapon = events.Client.deployWeapon
local rev_showAmmo = events.Client.showAmmo
local rfn_shoot = events.Remote.Shoot
local rfn_newWeapon = events.Remote.newWeapon
local rfn_requestInteraction = events.Remote.doAction

local weapons = {}
--tras crear un objeto con el WeaponClass, lo mando al cliente, para despues mandarlo a esta script
rfn_newWeapon.OnServerInvoke = function(UniqueID)
	weapons[UniqueID] = weaponClass.GetWeaponObject(UniqueID)
	return "success"
end
--Checkea que las acciones sean legales y las ejecuta con un delay(argumento quarto)
rfn_requestInteraction.OnServerInvoke = function(plr,UniqueID,actionName,delayTime)
	local currentWeapon = weaponClass.GetWeaponObject(UniqueID)
	if plr == currentWeapon.Owner then
		for i,v in pairs(currentWeapon.Components) do
			if v.Name == actionName then
				if v.Cooldown == 0 and not v.WeaponModel:GetAttribute("Deploying") or true then
					v.AlreadyUsing = true
					spawn(function()
						wait(delayTime or 0)
						if actionName == "ClickComponent" then
							if v.Name == "ClickComponent" then
								v:Clicked()
							end
						end
						if actionName == "EComponent" then
							if v.Name == "EComponent" then
								v:E()
							end						end
						if actionName == "QComponent" then
							if v.Name == "QComponent" then
								v:Q()
							end	
						end
					end)
					return true
				end
			end
		end
	end
end

local playerJoinFunc = function(plr)
	plr:SetAttribute("Loaded","loading")

	local char = plr.Character or plr.CharacterAdded:Wait()

	playerModule.PlayerJoin(plr)
	wait(3)
	plr:SetAttribute("Loaded","loaded")
	local tbl = gunHandler.Get("DefaultGun")
	local newWeapon = weaponClass.new(tbl,plr)
	newWeapon:Initialize(tbl)	

end
game.Players.PlayerAdded:Connect(playerJoinFunc)
for i,v in pairs(game.Players:GetPlayers()) do
	if v:GetAttribute("Loaded") == nil then
		playerJoinFunc(v)
	end
end

I tried everything, from serializing the data, passing it to the client, and then deserializing it, and more D:

Also if u see 124912481 prints its bc I was desperate lol

i think ik why it only lets me use methods of the main class, its bc i didnt serialize the components :open_mouth:

nvm i fixed it

byebyebyebyebyecharscharscharscharschars