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PatternGold tiernetworking

Multiplayer code reads a variable that isn't set up to replicate

Updated 2mo ago
UE 5.7#Replicated#RPC#Authority

Reference

Why: Your code reads '{var}' on a client expecting it to match the server's value, but '{var}' isn't marked Replicated — clients only see whatever default they spawned with.

Fix: Open the Blueprint. My Blueprint panel → click '{var}' → Details panel → scroll to Replication section → set 'Replication' to 'Replicated' or 'RepNotify' (RepNotify lets you trigger a function on each replication event).