Agent Skills

ue-networking-replication

Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'COND_OwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARK_PROPERTY_DIRTY_FROM_NAME', 'net dormancy', 'replication graph', 'dedicated server' or

Install

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-networking-replication
SKILL.md

UE Networking & Replication

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Server-authoritative replication for actors, components and subobjects. Core APIs live in the Engine module (GameFramework/Actor.h, Engine/NetDriver.h, Net/UnrealNetwork.h) and the NetCore module (Net/Core/PushModel/PushModel.h, Net/Serialization/FastArraySerializer.h). ELifetimeCondition and REPNOTIFY_* come from CoreUObject (UObject/CoreNetTypes.h). Optional systems: the Iris replication system (IrisCore module, SetupIrisSupport(Target) in Build.cs) and the ReplicationGraph plugin (Beta in 5.8, Build.cs module ReplicationGraph).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about… Go to
Authority checks, roles, dedicated vs listen server Net Roles, Net Modes and Authority
Replicating a variable, OnRep_, GetLifetimeReplicatedProps Property Replication
Who receives a property (COND_*) Lifetime Conditions
Cutting per-frame comparison cost Push Model
Replicated arrays / inventories Fast Array Serialization
Server/Client/Multicast calls, validation Remote Procedure Calls
SetOwner, relevancy, culling, dormancy Ownership, Relevancy and Dormancy
Replicating UObjects owned by an actor or component Subobject Replication
Simulated bodies, physics prediction Physics Replication
Iris, net.Iris.UseIrisReplication Iris Replication System
50+ connections, spatial relevancy Replication Graph
UNetDriver, UNetConnection, disconnect detection Net Driver and Connections

Worked end-to-end examples: replication patterns. RPC selection tables and verbatim engine RPC declarations: RPC decision guide.

Net Roles, Net Modes and Authority

ENetRole is declared in Engine/Classes/Engine/EngineTypes.h; the accessors are on AActor.

ROLE_None            // not replicated
ROLE_SimulatedProxy  // remote copy driven by replicated state
ROLE_AutonomousProxy // remote copy of the locally controlled pawn/controller
ROLE_Authority       // owns and may mutate this actor

From GameFramework/Actor.h:

ENetRole GetLocalRole() const;
ENetRole GetRemoteRole() const;
bool HasAuthority() const;
ENetMode GetNetMode() const;
bool IsNetMode(ENetMode Mode) const;

ENetMode (Engine/Classes/Engine/EngineBaseTypes.h): NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client. Every mode below NM_Client is a server.

Machine GetLocalRole() GetRemoteRole()
Server ROLE_Authority ROLE_AutonomousProxy or ROLE_SimulatedProxy
Owning client ROLE_AutonomousProxy ROLE_Authority
Other clients ROLE_SimulatedProxy ROLE_Authority

On a listen server the host is ROLE_Authority and locally controlled: use APawn::IsLocallyControlled() to skip host-only or client-only paths.

Property Replication

// MyReplicatedActor.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyReplicatedActor.generated.h"

UCLASS()
class MYGAME_API AMyReplicatedActor : public AActor
{
    GENERATED_BODY()

public:
    AMyReplicatedActor();

    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

protected:
    UPROPERTY(ReplicatedUsing = OnRep_Health)
    float Health = 100.f;

    UPROPERTY(Replicated)
    int32 TeamId = 0;

    UFUNCTION()
    void OnRep_Health(float PreviousHealth);
};
// MyReplicatedActor.cpp
#include "MyReplicatedActor.h"
#include "Net/UnrealNetwork.h"

AMyReplicatedActor::AMyReplicatedActor()
{
    bReplicates = true;                     // or SetReplicates(true) at runtime
    SetReplicateMovement(true);
    SetNetUpdateFrequency(10.f);            // replication considerations per second
    SetMinNetUpdateFrequency(2.f);          // throttled floor when nothing changes
    SetNetCullDistanceSquared(225000000.f); // 150 m squared
    NetPriority = 1.f;                      // still a public field in 5.8
}

void AMyReplicatedActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps); // never omit
    DOREPLIFETIME(AMyReplicatedActor, Health);
    DOREPLIFETIME_CONDITION(AMyReplicatedActor, TeamId, COND_InitialOnly);
}

void AMyReplicatedActor::OnRep_Health(float PreviousHealth)
{
    // Clients only. Must be idempotent: relevancy changes re-fire it.
}

Rules:

  • OnRep_ must be a UFUNCTION(). Its optional single parameter is the previous value and must match the property type.
  • Only the authority may write a replicated property. OnRep_ does not fire on the machine that made the change.
  • UPROPERTY(NotReplicated) inside a replicated struct excludes a member.
  • FVector_NetQuantize / _NetQuantize10 / _NetQuantize100 / _NetQuantizeNormal (Engine/NetSerialization.h) cut world-position bandwidth: 0, 1 and 2 decimal places, and 16 bits per component for normals.
  • FRepMovement (Engine/Classes/Engine/ReplicatedState.h) carries location/rotation/velocity when SetReplicateMovement(true); override virtual void OnRep_ReplicatedMovement() to post-process it. UCharacterMovementComponent replicates moves itself — see ue-character-movement.
  • On the first bunch for a connection, every eligible property is sent at once. Keep initial state small and push spawn-only data behind COND_InitialOnly.

Macros (Net/UnrealNetwork.h): DOREPLIFETIME, DOREPLIFETIME_CONDITION, DOREPLIFETIME_CONDITION_NOTIFY, DOREPLIFETIME_WITH_PARAMS, DOREPLIFETIME_WITH_PARAMS_FAST, DOREPLIFETIME_WITH_PARAMS_FAST_STATIC_ARRAY, DOREPLIFETIME_ACTIVE_OVERRIDE, DOREPLIFETIME_ACTIVE_OVERRIDE_FAST, DISABLE_REPLICATED_PROPERTY.

FDoRepLifetimeParams (Net/UnrealNetwork.h) is the struct behind the _WITH_PARAMS forms:

ELifetimeCondition Condition = COND_None;
ELifetimeRepNotifyCondition RepNotifyCondition = REPNOTIFY_OnChanged; // or REPNOTIFY_Always
bool bIsPushBased = false;

Lifetime Conditions

Full ELifetimeCondition enum, CoreUObject/Public/UObject/CoreNetTypes.h:

Value Sends to
COND_None every connection
COND_InitialOnly initial bunch only
COND_OwnerOnly the actor's owning connection
COND_SkipOwner everyone except the owner
COND_SimulatedOnly connections where the actor is a simulated proxy
COND_AutonomousOnly connections where the actor is an autonomous proxy
COND_SimulatedOrPhysics simulated proxies or bRepPhysics actors
COND_InitialOrOwner initial bunch, or the owner
COND_Custom always eligible; toggled at runtime via the active-override macros
COND_ReplayOrOwner replay connection or the owner
COND_ReplayOnly replay connection only
COND_SimulatedOnlyNoReplay simulated proxies, never replay
COND_SimulatedOrPhysicsNoReplay simulated or bRepPhysics, never replay
COND_SkipReplay everything except the replay connection
COND_Dynamic condition is overridden at runtime; replicates until you set one
COND_Never never replicated
COND_NetGroup subobjects only — connections in the same net condition group

COND_NetGroup pairs with UE::Net::FNetConditionGroupManager (Net/Core/Misc/NetConditionGroupManager.h, module NetCore), reached through UNetworkSubsystem::GetNetConditionGroupManager() (Net/Subsystems/NetworkSubsystem.h):

#include "Net/Core/Misc/NetConditionGroupManager.h"
#include "Net/Subsystems/NetworkSubsystem.h"

AddReplicatedSubObject(MySubObject, COND_NetGroup); // on the owning actor/component
UNetworkSubsystem* NetSubsystem = GetWorld()->GetSubsystem<UNetworkSubsystem>();
NetSubsystem->GetNetConditionGroupManager().RegisterSubObjectInGroup(MySubObject, FName("RedTeam"));
MyPlayerController->IncludeInNetConditionGroup(FName("RedTeam"));

UE::Net::NetGroupOwner and UE::Net::NetGroupReplay are engine-managed groups; do not add a player controller to them. APlayerController also exposes RemoveFromNetConditionGroup, IsMemberOfNetConditionGroup and GetNetConditionGroups.

Push Model

Push model removes the per-frame memcmp of replicated properties: the property is only compared when you mark it dirty. It works with the classic net driver and with Iris — it is not an Iris feature.

// MyPushActor.cpp
#include "MyPushActor.h"
#include "Net/UnrealNetwork.h"
#include "Net/Core/PushModel/PushModel.h"

void AMyPushActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);

    FDoRepLifetimeParams Params;
    Params.bIsPushBased = true;
    Params.Condition = COND_OwnerOnly;
    DOREPLIFETIME_WITH_PARAMS_FAST(AMyPushActor, Ammo, Params);
}

void AMyPushActor::ConsumeAmmo(int32 Count)
{
    if (!HasAuthority())
    {
        return;
    }
    Ammo -= Count;
    MARK_PROPERTY_DIRTY_FROM_NAME(AMyPushActor, Ammo, this);
}
  • MARK_PROPERTY_DIRTY_FROM_NAME(ClassName, PropertyName, Object) is the preferred marker. Static arrays use MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(ClassName, PropertyName, ArrayIndex, Object) or MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY(ClassName, PropertyName, Object).
  • Opt in twice: bWithPushModel = true; in the game/server *.Target.cs (defaults to true only for Editor targets, TargetRules.cs:1524) and Net.IsPushModelEnabled=1 (defaults to false, PushModel.cpp:434). Until both are on, properties are compared as usual.
  • The macros compile to nothing when WITH_PUSH_MODEL is off, so the code is always safe to ship (exception: the no-push MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY stub takes 4 arguments, PushModel.h:489, so the 3-argument form fails to compile there).
  • A struct property mutated by reference needs an accessor that marks it dirty before handing out the reference.
  • With push model enabled, forgetting one marker means the property silently stops replicating — this is the main cost of opting in.

Fast Array Serialization

FFastArraySerializer sends only changed items instead of the whole array.

#include "Net/Serialization/FastArraySerializer.h"   // module NetCore

Item struct derives from FFastArraySerializerItem and may implement any of:

void PreReplicatedRemove(const struct FMyItemArray& InArraySerializer);
void PostReplicatedAdd(const struct FMyItemArray& InArraySerializer);
void PostReplicatedChange(const struct FMyItemArray& InArraySerializer);

The array struct derives from FFastArraySerializer, implements NetDeltaSerialize via FastArrayDeltaSerialize<ItemType, ArrayType>(Items, DeltaParms, *this), and needs TStructOpsTypeTraits<...> { WithNetDeltaSerializer = true }. It may also implement the array-level receive hook:

void PostReplicatedReceive(const FFastArraySerializer::FPostReplicatedReceiveParameters& Parameters);

FPostReplicatedReceiveParameters::OldArraySize is the size before the update, which makes this the right place for "the whole list changed, rebuild the UI" work.

Dirty rules — both are mandatory, and both are common sources of "my array does not replicate":

  • MarkItemDirty(Item) after adding or mutating an item.
  • MarkArrayDirty() after removing an item (it also invalidates the ID map).

Full inventory implementation: replication patterns, Pattern 3.

Remote Procedure Calls

UFUNCTION network specifiers (UObject/ObjectMacros.h): Server, Client, NetMulticast, Reliable, Unreliable, WithValidation, BlueprintAuthorityOnly, BlueprintCosmetic. Reliable/Unreliable are only valid together with Server, Client or NetMulticast.

// Client calls, server executes. WithValidation generates the _Validate pair.
UFUNCTION(Server, Reliable, WithValidation)
void ServerFireWeapon(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction);

// Server calls, the owning client executes.
UFUNCTION(Client, Reliable)
void ClientShowKillConfirm(int32 VictimId);

// Server calls, server and every client with this actor relevant execute.
UFUNCTION(NetMulticast, Unreliable)
void MulticastPlayHitEffect(FVector_NetQuantize ImpactPoint);

You write _Implementation bodies; with WithValidation you also write _Validate, and returning false disconnects the caller.

Rule Detail
Ownership A Server RPC only routes if the calling client owns the actor through its SetOwner chain up to its APlayerController. Unowned actors drop the call; the only trace is a LogNet Warning "No owning connection for actor…" (NetDriver.cpp:8274).
Client RPC target Needs an actor whose owning connection exists; APlayerController is the reliable choice.
Reliability Reliable for state changes, Unreliable for high-frequency cosmetics. Do not send Reliable RPCs every tick: once a channel has more than RELIABLE_BUFFER (512, NetConnection.h:82) unacked reliable bunches the connection is closed with ReliableBufferOverflow (DataChannel.cpp:1445).
Late joiners Multicasts are not replayed. Persistent state belongs in a replicated property.
Parameters Net-addressable types only. A UObject* that is neither replicated nor stably named (asset, class, map-placed actor) arrives as nullptr; pass an id and resolve remotely.
Direction Client/NetMulticast called on a client are never sent; they just run locally on that client (Actor.cpp:5569-5573, 5587-5592). Guard call sites with HasAuthority().

Decision tables, reliability matrices and verbatim PlayerController.h declarations: RPC decision guide.

Ownership, Relevancy and Dormancy

Weapon->SetOwner(OwningPlayerController);   // server only; drives RPC routing and COND_OwnerOnly

Relevancy fields and hooks on AActor:

bAlwaysRelevant = true;       // ignore distance culling
bOnlyRelevantToOwner = true;  // owner connection only

virtual bool IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const override;
virtual float GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth) override;

SetNetCullDistanceSquared() sets the squared radius; NetPriority breaks ties when bandwidth saturates; GetReplayPriority() does the same for replay recording.

Dormancy (ENetDormancy in EngineTypes.h: DORM_Never, DORM_Awake, DORM_DormantAll, DORM_DormantPartial, DORM_Initial):

NetDormancy = DORM_Initial;        // constructor: map-placed actors start dormant
SetNetDormancy(DORM_DormantAll);   // runtime
FlushNetDormancy();                // push one update, then return to dormant

A waking dormant actor is diffed against the replicator the connection kept when it went dormant (DataChannel.cpp:2510-2519), so normally only changes are sent; an actor whose channel closed on relevancy gets a full initial bunch when it re-enters range, which fires its OnRep_s again. Write OnRep_ handlers that tolerate repeats.

Subobject Replication

bReplicateUsingRegisteredSubObjectList defaults to false in 5.8 (GDefaultUseSubObjectReplicationList = false in Engine/Private/Components/ActorComponent.cpp, project-wide CVar net.SubObjects.DefaultUseSubObjectReplicationList). Opt in per class, or nothing you register replicates:

AMyQuestActor::AMyQuestActor()
{
    bReplicates = true;
    bReplicateUsingRegisteredSubObjectList = true;  // protected field; set in the constructor
}

AActor registration API (GameFramework/Actor.h); UActorComponent (Components/ActorComponent.h) mirrors all but the ActorComponent variants:

void AddReplicatedSubObject(UObject* SubObject, ELifetimeCondition NetCondition = COND_None);
void RemoveReplicatedSubObject(UObject* SubObject);
void AddActorComponentReplicatedSubObject(UActorComponent* OwnerComponent, UObject* SubObject, ELifetimeCondition NetCondition = COND_None);
void RemoveActorComponentReplicatedSubObject(UActorComponent* OwnerComponent, UObject* SubObject);
void DestroyReplicatedSubObjectOnRemotePeers(UObject* SubObject);
void TearOffReplicatedSubObjectOnRemotePeers(UObject* SubObject);
bool IsUsingRegisteredSubObjectList() const;

RemoveReplicatedSubObject only stops future updates — the client keeps its copy. Use DestroyReplicatedSubObjectOnRemotePeers to delete it remotely, or TearOffReplicatedSubObjectOnRemotePeers to leave an orphaned local copy. The subobject must override virtual bool IsSupportedForNetworking() const to return true and declare its own GetLifetimeReplicatedProps.

When the flag is false, the engine instead calls the still-live virtual:

virtual bool ReplicateSubobjects(class UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) override;

Inside it, forward to Super:: and call Channel->ReplicateSubobject(SubObject, *Bunch, *RepFlags). Registered subobjects: replication patterns, Pattern 5.

Physics Replication

EPhysicsReplicationMode (EngineTypes.h) selects how a simulated body is corrected: Default, PredictiveInterpolation, Resimulation, None.

SetPhysicsReplicationMode(EPhysicsReplicationMode::PredictiveInterpolation);
EPhysicsReplicationMode Mode = GetPhysicsReplicationMode();

PredictiveInterpolation and Resimulation require Project Settings → Physics → Physics Prediction. Keep every interacting body on the same mode. For rollback-style networked physics use UNetworkPhysicsComponent (Engine/Public/Physics/NetworkPhysicsComponent.h) and the FAsyncPhysicsTimestamp handshake on APlayerController (ClientSetupNetworkPhysicsTimestamp, ServerSendLatestAsyncPhysicsTimestamp); collision and body setup belong to ue-physics-collision.

Iris Replication System

Iris is the alternative replication backend (plugin Iris, Beta flag in 5.8; Epic's 5.8 notes call it production-ready for licensees). Runtime module IrisCore under Source/Runtime/Net/Iris, engine glue under Engine/Public/Net/Iris.

  • Enable in a module's Build.cs: SetupIrisSupport(Target);
  • Enable the Iris plugin (EnabledByDefault: false) and set the runtime switch net.Iris.UseIrisReplication=1; it defaults to 0, the classic replication system (IrisConfig.cpp:14).
  • Property declaration, RPCs, conditions and push model are unchanged. Iris changes the backend, not the gameplay-facing API.

Actor hooks when Iris is active (GameFramework/Actor.h):

virtual void FillReplicationParams(const FFillReplicationParamsContext& Context, FActorReplicationParams& OutParams) override; // public
virtual void OnReplicationStartedForIris(const FOnReplicationStartedParams&) override;                                        // protected
virtual void OnStopReplicationForIris(const FOnStopReplicationParams&) override;                                              // protected

UReplicationBridge and UObjectReplicationBridge (Iris/ReplicationSystem/) are internal; gameplay code should not derive from them. UReplicationBridge no longer has the separate base class it used to; treat it as internal.

Replication Graph

For high connection counts, replace per-connection relevancy scanning with the ReplicationGraph plugin (Beta in 5.8). Build.cs module: ReplicationGraph.

; DefaultEngine.ini
[/Script/OnlineSubsystemUtils.IpNetDriver]
ReplicationDriverClassName="/Script/MyGame.MyReplicationGraph"
// MyReplicationGraph.h
#pragma once

#include "CoreMinimal.h"
#include "ReplicationGraph.h"
#include "MyReplicationGraph.generated.h"

UCLASS()
class MYGAME_API UMyReplicationGraph : public UReplicationGraph
{
    GENERATED_BODY()

public:
    virtual void InitGlobalActorClassSettings() override;
    virtual void InitGlobalGraphNodes() override;
    virtual void InitConnectionGraphNodes(UNetReplicationGraphConnection* ConnectionManager) override;
};

Node classes (ReplicationGraph.h): UReplicationGraphNode_GridSpatialization2D (world grid), UReplicationGraphNode_AlwaysRelevant (game state, managers), UReplicationGraphNode_AlwaysRelevant_ForConnection (controller, player state), UReplicationGraphNode_ActorList (hand-built lists), UReplicationGraphNode_DormancyNode, UReplicationGraphNode_DynamicSpatialFrequency.

Net Driver and Connections

UNetDriver (Engine/Classes/Engine/NetDriver.h) owns the connections and drives replication for a world.

if (UNetDriver* Driver = GetWorld()->GetNetDriver())
{
    // Driver->ClientConnections — server side, one per client
    // Driver->ServerConnection  — client side, the single upstream connection
}

UNetConnection (Engine/Classes/Engine/NetConnection.h) is one client's connection. Reach it with AActor::GetNetConnection() (overridden by APlayerController). Split-screen players get a UChildConnection (Engine/ChildConnection.h) hanging off the parent.

UE::Net::FConnectionHandle Handle = Connection->GetConnectionHandle();
UNetConnection* Found = Driver->GetConnectionByHandle(Handle);
const bool bGone = Connection->IsClosingOrClosed();          // USOCK_Closing or USOCK_Closed
EConnectionState State = Connection->GetConnectionState();

Prefer AGameModeBase::Logout for disconnect handling over polling connection state.

APlayerController exists only on the server and its owning client. Data every client needs goes on APawn, APlayerState or AGameStateBase — see ue-gameplay-framework.

Deprecated — do not use

Do not emit Use in 5.8 Source
NetUpdateFrequency = X; SetNetUpdateFrequency(X) / GetNetUpdateFrequency() UE_DEPRECATED(5.5) in GameFramework/Actor.h
MinNetUpdateFrequency = X; SetMinNetUpdateFrequency(X) / GetMinNetUpdateFrequency() UE_DEPRECATED(5.5) in GameFramework/Actor.h
NetCullDistanceSquared = X; SetNetCullDistanceSquared(X) / GetNetCullDistanceSquared() UE_DEPRECATED(5.5) in GameFramework/Actor.h
virtual void BeginReplication() OnReplicationStartedForIris or FillReplicationParams UE_DEPRECATED(5.7) in GameFramework/Actor.h
virtual void EndReplication(EEndPlayReason::Type) OnStopReplicationForIris UE_DEPRECATED(5.7) in GameFramework/Actor.h
BeginReplication(const FActorReplicationParams&) override FillReplicationParams UE_DEPRECATED(5.7) in GameFramework/Actor.h
UNetConnection::GetConnectionId() GetConnectionHandle() UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetConnection::SetConnectionId() nothing — external code must not set it (SetConnectionHandle() is protected, NetConnection.h:2006) UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetConnection::GetParentConnectionId() GetConnectionHandle() UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetDriver::GetConnectionById(uint32) GetConnectionByHandle(FConnectionHandle) UE_DEPRECATED(5.6) in Engine/NetDriver.h
UNetDriver::SetPendingDestruction() RequestNetDriverDestruction() UE_DEPRECATED(5.6) in Engine/NetDriver.h
FPostReplicatedReceiveParameters::bHasMoreUnmappedReferences read OldArraySize only UE_DEPRECATED(5.4) in Net/Serialization/FastArraySerializer.h
UObjectReplicationBridge::DetachInstanceFromRemote DetachRootObjectFromRemote / DetachSubObjectFromRemote UE_DEPRECATED(5.8) in Iris/ReplicationSystem/ObjectReplicationBridge.h
UNetObjectFactory::FDestroyedContext FDetachContext UE_DEPRECATED(5.8) in Iris/ReplicationSystem/NetObjectFactory.h

Common Mistakes

Assuming the registered subobject list is on: it defaults to false, so AddReplicatedSubObject alone replicates nothing. Set bReplicateUsingRegisteredSubObjectList = true in the constructor (or flip net.SubObjects.DefaultUseSubObjectReplicationList) and confirm with IsUsingRegisteredSubObjectList().

Omitting Super::GetLifetimeReplicatedProps: every inherited replicated property is dropped, including engine state on AActor and APawn. Call Super first, always.

Mutating replicated state on a client: the next server update overwrites it and no rollback happens. Guard with if (!HasAuthority()) return; and apply authoritative values in OnRep_.

Push model without a marker: a property declared with Params.bIsPushBased = true and never marked dirty simply stops replicating. Every write path needs MARK_PROPERTY_DIRTY_FROM_NAME.

Removing from a fast array without MarkArrayDirty(): removals do not reach clients. MarkItemDirty covers mutation only.

Using NetMulticast for persistent state: late joiners never receive it. Multicast is for one-shot cosmetics; state belongs in a replicated property.

Server RPC on an unowned actor: the call is dropped with only a LogNet Warning. Call SetOwner() on the server after spawning, and keep the chain intact up to the APlayerController.

Non-UFUNCTION OnRep_: UHT rejects ReplicatedUsing pointing at a plain member function. Declare UFUNCTION() above it.

Server RPC without WithValidation that mutates state: a client can send any parameter values. Validate in _Validate, or better, send an id and look up the authoritative data server-side.

OnRep_ that is not idempotent: relevancy changes re-send the full state and re-fire callbacks. Do not treat OnRep_ as an "exactly once" event.

Related Skills

  • ue-cpp-foundations — UPROPERTY/UFUNCTION specifier reference, module includes, reflection basics
  • ue-gameplay-framework — AGameModeBase (server only), AGameStateBase/APlayerState replication scope, APawn possession
  • ue-gameplay-abilities — GAS prediction keys, attribute set replication, gameplay effect replication modes
  • ue-character-movement — CMC move replication, saved moves, server correction and network smoothing
  • ue-actor-component-architecture — component lifecycle, SetIsReplicated, subobject ownership
  • ue-async-threading — off-thread work feeding replicated state, task graph and async patterns
  • ue-serialization-savegames — persisting state that outlives a session, NetSerialize vs Serialize
  • ue-gameplay-tags-messaging — native and ini gameplay tags, containers, queries and the async message system
  • ue-mover — the Mover plugin: movement modes, layered moves and rollback networking
  • ue-physics-collision — collision channels, traces, overlaps and Chaos physics
  • ue-world-level-streaming — World Partition, level streaming, data layers and travel

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