# How to modify a Component based on Authority in C++?

**URL:** <https://forums.unrealengine.com/t/how-to-modify-a-component-based-on-authority-in-c/333905>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [September 30, 2015, 8:37pm UTC](https://forums.unrealengine.com/t/how-to-modify-a-component-based-on-authority-in-c/333905 "2015-09-30T20:37:59Z")\
**Posts on this page:** 1\
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**Author:** ![anonymous\_user\_33e74471](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33e74471](https://forums.unrealengine.com/u/anonymous_user_33e74471)\
**Post date:** [October 8, 2015, 2:56pm UTC](https://forums.unrealengine.com/t/how-to-modify-a-component-based-on-authority-in-c/333905/7 "2015-10-08T14:56:09Z")

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This might work for you, but you should be aware of the differences between replication and rpcs. RPCs should be used for gameplay important things. Replicated variables aren’t guaranteed to be replicated to clients within a reasonable timeframe or in any specific order, only that given enough time they should update on the client.

You should still look into why RPCs were not working for you, because if they weren’t it’s probably symptomatic of a larger issue.

You can read more here

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