Ue4 replication. It's important to understand that the whole replication process only works from Server to client and NOT the other wayround. The resource that helped me the most is this guide which while quite dated, is both comprehensive and to the point. As mentioned in the networking overview, Actors are the main workhorse for replication. In some cases, it even makes more sense to use properties for events too (see ShooterGame for an example with the BurstCounter) - especially when they are firing often. The server will maintain a list of actors, and will update the client periodically so that the client will maintain a close approximation of each actor (that is marked to be replicated). Jul 7, 2020 · The golden rule of replication in UE4 is to use RPC’s for transient events, and properties for persistent states. Apr 4, 2014 · To make a property replicated, simply select the Replicated or RepNotify from the Replication drop down in the variable details panel. See full list on unrealcommunity. 'RepNotify' means the variable is replicated down like normal, and a notify event is called on both client and server when the variable changes. .