# Reflection and networking

**URL:** <https://forums.unrealengine.com/t/reflection-and-networking/100645>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [October 1, 2017, 7:19am UTC](https://forums.unrealengine.com/t/reflection-and-networking/100645 "2017-10-01T07:19:30Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Fluppi393](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fluppi393](https://forums.unrealengine.com/u/Fluppi393)\
**Post date:** [October 3, 2017, 8:53am UTC](https://forums.unrealengine.com/t/reflection-and-networking/100645/7 "2017-10-03T08:53:10Z")

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Have a look at this specific section of the article:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

The serialization is done in the UActorChannel::ReplicateSubobject function. It is deserialized automatically on the client.  
So in your example you would probably want to store all your items in a replicated array, then in your actors ReplicateSubobjects function iterate through all items and replicate them. Then they will appear in the array on the client.

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