Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
25 results for Replicated
A component marked SetIsReplicatedByDefault. Replicates its replicated variables alongside the owning actor.
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).
A variable marked to sync from server to clients. RepNotify variants call a function on the client when the value changes.
Replicated per-player state (name, score). Lives on the server and replicates to all clients.
Pattern for shooting in multiplayer: ON CLIENT: InputAction Shoot → ServerRPC_Shoot (Custom Event, Run On Server, Reliable). ServerRPC_Shoot (runs on SERVER): LineTraceByChannel → Branch(hit) → ApplyDamage → MulticastRPC_PlayEffect(ImpactPoint). MulticastRPC_PlayEffect (Custom Event, Multicast, Unreliable): SpawnNiagaraSystemAtLocation(NS_BulletImpact, ImpactPoint). Key rules: - Server RPC: Custom Event → Replicates='Run On Server', Reliable=true. - Multicast: Custom Event → Replicates='Multicast', Reliable=false (VFX can be dropped). - Client RPC: Custom Event → Replicates='Run On Owning Client'. - Never directly modify replicated vars on clients — always go through Server RPC.
Replicated state shared across all clients (e.g. match time, team scores). Read-only from clients.
The machine that's authoritative for an actor — usually the server. Check HasAuthority before mutating replicated state.
Must call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUPrimitiveComponent method. Store result in variable and reuse. Create once in BeginPlay.
Create Dynamic Material InstanceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Pickup actor with SphereCollision(overlap), StaticMesh visual. OnComponentBeginOverlap → CastTo PlayerCharacter → Success: call AddScore/AddItem interface on player → PlaySoundAtLocation → SpawnEmitterAtLocation → DestroyActor(self). Set collision to OverlapOnlyPawn for performance.