Hi everyone,
I’m currently working on a multiplayer project in Unreal Engine 5 (using Blueprint and some C++), and I’m having trouble getting a custom Actor Component to replicate correctly across the network.
Here’s what I’m trying to do:
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I created a custom Actor Component that handles player abilities (e.g., cooldowns, timers, etc.).
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The component is attached to a player character (which is already set to replicate).
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I’ve enabled replication on the component using
SetIsReplicated(true)
in C++. -
However, variables and functions inside the component don’t seem to replicate properly on the client side.
I’ve checked the basics (Owner is replicated, component is set to replicate, using RPCs with proper authority checks), but the replication just doesn’t work as expected. I’m mostly seeing the correct behavior only on the server.
My questions are:
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Is there something special I need to do for custom Actor Components to replicate reliably in UE5?
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Should I move the logic directly into the Character class instead of using a component?
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Are there known limitations or best practices when using replicated Actor Components?
Any help, suggestions, or example projects would be greatly appreciated!
Thanks in advance.