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-replicationUE 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 aUFUNCTION(). 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 whenSetReplicateMovement(true); overridevirtual void OnRep_ReplicatedMovement()to post-process it.UCharacterMovementComponentreplicates moves itself — seeue-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 useMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(ClassName, PropertyName, ArrayIndex, Object)orMARK_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) andNet.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_MODELis off, so the code is always safe to ship (exception: the no-pushMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAYstub 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
Irisplugin (EnabledByDefault: false) and set the runtime switchnet.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/UFUNCTIONspecifier reference, module includes, reflection basicsue-gameplay-framework—AGameModeBase(server only),AGameStateBase/APlayerStatereplication scope,APawnpossessionue-gameplay-abilities— GAS prediction keys, attribute set replication, gameplay effect replication modesue-character-movement— CMC move replication, saved moves, server correction and network smoothingue-actor-component-architecture— component lifecycle,SetIsReplicated, subobject ownershipue-async-threading— off-thread work feeding replicated state, task graph and async patternsue-serialization-savegames— persisting state that outlives a session,NetSerializevsSerializeue-gameplay-tags-messaging— native and ini gameplay tags, containers, queries and the async message systemue-mover— the Mover plugin: movement modes, layered moves and rollback networkingue-physics-collision— collision channels, traces, overlaps and Chaos physicsue-world-level-streaming— World Partition, level streaming, data layers and travel