Help Understanding Replication

Being an Experienced C++ guy, working with UE4 was still pretty Greek to me at first lol. Epic does a lot of things on top of C++ using the Unreal Build Tool (such as the UPROPERTY and UFUNCTION macros). But C++ alone is a pretty steep learning curve haha.

As for doing some of these things in Blueprints you can DEFINITELY do Detech’s method. My method would require you to make adjustments to the Code to possibly make it work in blueprints, specifically a BlueprintImplementableEvent called during PreReplicate to gather the information. Afterward you could define your struct in blueprint and when your event is fired you set the properties of that struct that is replicated… frankly it’s a bit of uncharted waters for that one but theoretically it should work. (or you can do it on tick but their may even be an OnPreReplicate blueprint event already)