RealDocs

UActorComponent::SetIsReplicated

function Engine Blueprint Since 4.0
#include "Components/ActorComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Enables or disables replication for this component. This is the component equivalent of AActor::SetReplicates — the owning actor must also replicate for this to have any effect.

Caveats & Gotchas

  • The owning actor must have bReplicates=true. Enabling replication on a component whose actor does not replicate will silently have no effect.
  • Must be called before or during component registration (typically in the constructor) for reliable results. Setting it after BeginPlay on a live connection may not replicate existing state to already-connected clients.
  • Component replication incurs bandwidth cost. Only replicate components that actually have state needing synchronization — consider using RPCs on the actor instead for infrequent updates.

Signature

UFUNCTION(BlueprintCallable, Category="Components")
ENGINE_API void SetIsReplicated(bool ShouldReplicate)

Parameters

Name Type Description Default
ShouldReplicate bool Whether the component should replicate its state to clients.

Return Type

void

Example

Enable component replication in the constructor C++
UMyNetworkComponent::UMyNetworkComponent()
{
	SetIsReplicated(true);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.