# Replicated Actor reference inside replicated Character Component is always NULL on client

**URL:** <https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [March 2, 2026, 1:18am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100 "2026-03-02T01:18:55Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:18am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/1 "2026-03-02T01:18:55Z")

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Hi,

I’m having a replication issue in UE5 and I’m stuck for two days. This used to work in my older systems but now it doesn’t.

### Setup

- I have a **Character**.

- Inside the Character, I have a **default Blueprint Actor Component** called `CraftingComponent`.

- The component has:

- The Character:

Inside the component:

- I call a **RunOnServer** event.

- On the server, I **SpawnActor** (Building actor).

- The spawned actor:

Immediately after spawning, I:

- Set a variable inside the component:

### The Problem

On the client:

If I get the Character → Get CraftingComponent → check that replicated variable,

It is always **NULL / Not Valid**.

However:

- The spawned building actor is visible on the client.

- So actor replication clearly works.

- But the replicated reference inside the component does not update.

### Additional Info

- The component is a default component (not dynamically added).

- Component Replicates is enabled.

- The variable is set on the server.

- I also tried:

Still the variable is NULL on client.

### Question

Is there any known limitation or special requirement for:

Replicated actor references inside replicated Actor Components (attached to a Character)?

Is there something specific required to make component-level replicated variables sync correctly?

Because:

- Actor replication works.

- But component variable replication does not.

Any help would be appreciated.

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:41am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/2 "2026-03-02T01:41:34Z")

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so just to clarify the variable itself must be Replicated `(BP_Master_M) and since thats an actor that Actor must also be replicated.`

if you still have issues it may be a Relevance thing (ie only relevant to owner or out of net range) but i doubt thats the issue

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:42am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/3 "2026-03-02T01:42:40Z")

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yes the variable is replicated, actor is replicated too

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:44am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/4 "2026-03-02T01:44:38Z")

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you’ll have to post a screenshot but to be clear i mean the variable actor must be replicated

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:46am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/5 "2026-03-02T01:46:01Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/b/e/abed247b2178f5ae500f6918dc970aeec7f71456.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/8/2/3826c93df8cd5ca71efc533d9a67012f236e6d96.png)

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:46am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/6 "2026-03-02T01:46:12Z")

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also keep in mind you’re only setting the variable on the one pawn. it may be the same issue in your other thread where other players wont have that variable set. if you want it global, spawn and save it on the GameState

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:46am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/7 "2026-03-02T01:46:59Z")

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this is crafting preview, so everything is control under one pawn. there is no need to inform other pawns

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:49am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/8 "2026-03-02T01:49:07Z")

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ok well you definitely dont need a MC, just set it to replicated/repnotify if you need callbacks and only on server, so show that code

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:50am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/9 "2026-03-02T01:50:37Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/2/a/e2a1b3e5ea1c102ab8478723e0d177357fa8b9b1.png)okay i am just making this in run on server, removed MC. should i make something in notify function? i will test this right away

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:52am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/10 "2026-03-02T01:52:39Z")

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try show the full code, but you only need notify if you need, well the client to know.

its worth learning this but incidentally if its local client preview only do you need replicated at all?

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:54am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/11 "2026-03-02T01:54:16Z")

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still client sees the variable empty.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/0/4/904d10c489a4697c6c1130631daf44c16f483f74.png)

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 1:55am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/12 "2026-03-02T01:55:32Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/1/e/01ed57bebdcc9b00ed2df523e19fc20f4200eaa4.png)here it is not valid, but i can see the actor in client side too.

and the strange thing is; it was working a couple of months ago like other elements of the game.

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 1:59am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/13 "2026-03-02T01:59:28Z")

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its worth breakpointing or at least printing your fail paths (ie cast fail or isvalid)

also you AC MasterBuilding doesnt have the replication dots? and where is all this code? Character?

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 2:02am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/14 "2026-03-02T02:02:23Z")

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first function is in a replicated actor component, the gate function is calling from the character. first function is never works with the client. there was some prints on it but i disabled it before i sent the screenshot to you. in server it is valid while spawning it. after that, i am trying o reach the variable because i want to turn it. it says it is invalid

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 2:06am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/15 "2026-03-02T02:06:34Z")

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im not in editor right now but im pretty sure AC\_MasterBuilding should have the replication dots if its enabled so that may be the issue.

possibility 2 is replication takes time, what calls the Character event? its possible its invalid for one tick and then valid a second later but you’ve missed it

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 2:08am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/16 "2026-03-02T02:08:25Z")

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a keyboard input calls the character event, about the component, in settings components replicates is true

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/9/1/2919daa6bd16b78a102b61adec442787867d4985.png)

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 2:14am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/17 "2026-03-02T02:14:46Z")

</div>

can you show me the component layout, its a bit confusing because you said you have a crafting component which is replicated.. and a building component too?

is the spawn function on the building component is it also on the character

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 2:18am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/18 "2026-03-02T02:18:11Z")

</div>

what i mention about the crafting component is actually AC\_ModularBuilding. it is the name of it. and the spawn function is in component.

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<div class="post-metadata">

**Author:** ![BioFrost.in](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Post date:** [March 2, 2026, 2:20am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/19 "2026-03-02T02:20:19Z")

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Should I maybe focus on figuring out why things that used to work before are not working now?

Some of these systems that stopped working were already ready-made plugins. Everything was supposed to work out of the box.

How can it be just a coincidence that the crafting system, the inventory, and the weapon system all broke at the same time?

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<div class="post-metadata">

**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 2, 2026, 2:23am UTC](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100/20 "2026-03-02T02:23:13Z")

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well you said it was singleplayer before? so not too unusual. maybe start with something simple to test, just replicate a string and print it

[Next page](https://forums.unrealengine.com/t/replicated-actor-reference-inside-replicated-character-component-is-always-null-on-client/2703100.md?page=2)
