# How to Replicate Once Only On Initialization

**URL:** <https://forums.unrealengine.com/t/how-to-replicate-once-only-on-initialization/467063>\
**Category:** Multiplayer & Networking\
**Tags:** Replication, unreal-engine, question, replicating\
**Created:** [June 21, 2020, 4:11pm UTC](https://forums.unrealengine.com/t/how-to-replicate-once-only-on-initialization/467063 "2020-06-21T16:11:20Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_1e2504da](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e2504da](https://forums.unrealengine.com/u/anonymous_user_1e2504da)\
**Post date:** [June 21, 2020, 4:11pm UTC](https://forums.unrealengine.com/t/how-to-replicate-once-only-on-initialization/467063/1 "2020-06-21T16:11:20Z")

</div>

I have a spawned object that only needs to have its initial location replicated to players. What’s the best way to implement this? When using the Replicates checkbox, it seems it still adds periodic pings for update throughout the game, which add up if there are a lot of objects replicating. I thought about having only one actor replicate and letting that spawn the objects, but then if a new player joins, they won’t see objects spawned in the past.

---

<div class="post-metadata">

**Author:** ![pawciut](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pawciut/32/476660_2.png) [@pawciut](https://forums.unrealengine.com/u/pawciut)\
**Post date:** [August 5, 2022, 9:43am UTC](https://forums.unrealengine.com/t/how-to-replicate-once-only-on-initialization/467063/2 "2022-08-05T09:43:40Z")

</div>

You could look into Replication conditions

In method _GetLifetimeReplicatedProps_ you can call **DOREPLIFETIME\_CONDITION** insteas of **DOREPLIFETIME**.

For example:  
`DOREPLIFETIME_CONDITION(AMyActor, MyActorPropertyForReplication, COND_InitialOnly);`

More infor at:

> **[Conditional Property Replication](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/Properties/Conditions/)**
>
> Detailed information about how to conditionally replicate Actor properties.
