# How to properly handle component-to-component attachment so it works in both networked gameplay and replays?

**URL:** <https://forums.unrealengine.com/t/how-to-properly-handle-component-to-component-attachment-so-it-works-in-both-networked-gameplay-and-replays/2692022>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, Replication, attach-to-component, replay, attachment, unreal-engine, Multiplayer, CPP, Blueprint\
**Created:** [January 14, 2026, 9:11am UTC](https://forums.unrealengine.com/t/how-to-properly-handle-component-to-component-attachment-so-it-works-in-both-networked-gameplay-and-replays/2692022 "2026-01-14T09:11:17Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![realRitT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@realRitT](https://forums.unrealengine.com/u/realRitT)\
**Post date:** [January 14, 2026, 9:11am UTC](https://forums.unrealengine.com/t/how-to-properly-handle-component-to-component-attachment-so-it-works-in-both-networked-gameplay-and-replays/2692022/1 "2026-01-14T09:11:17Z")

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All actors and their scene components are marked as replicated.  
I tried a **server-only attachment approach** , which works in normal multiplayer sessions, but breaks during replay when using `GotoTimeInSeconds` (jumping to a time after the initial attachment causes the attachment to break).

Then I tried a **RepNotify-based approach** (using an enum to represent attachment state and performing the attachment in the `OnRep` function). This works most of the time, but occasionally Unreal gets stuck in an infinite loop during component updates.

What is the correct, replay-safe way to implement component-to-component attachment for replicated actors?
