# Different behavior client/server in my code for a FPS

**URL:** <https://forums.unrealengine.com/t/different-behavior-client-server-in-my-code-for-a-fps/121167>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [January 15, 2019, 10:54pm UTC](https://forums.unrealengine.com/t/different-behavior-client-server-in-my-code-for-a-fps/121167 "2019-01-15T22:54:14Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![WisE\_DRL](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WisE\_DRL](https://forums.unrealengine.com/u/WisE_DRL)\
**Post date:** [January 18, 2019, 3:19am UTC](https://forums.unrealengine.com/t/different-behavior-client-server-in-my-code-for-a-fps/121167/7 "2019-01-18T03:19:13Z")

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In a nutshell, network optimizations. For the most part, any actor with bReplicates set that is spawned on the server will replicate to relevant clients. BUT, within that actor, only properties that are flagged for replication with UPROPERTY(Replicated) are valid on clients. If every property was sent you would flood your network bandwidth very quickly. So UE4 actors need to opt-in their properties. If you haven’t already I strongly suggest reading this page:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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