Replicating object references?

I dont understand why object references refuse to replicate.

It works fine with all other types of data/variables but not object refrences.

its because the UObject class by default doesnt support replication, you can add it in C++ though

ah cool so im just ■■■■■■ nice.

First off you aren’t passing anything to the server or the multicast to replicate. No inputs.

Second Actors do not replicate by reference passing.

What you want to do is spawn the object on the server and have it set to replicate. No multicast needed.


Actor Components require a data driven, build locally process.

Server adds component, then Multicasts to call an event. Said event Adds the component on all others.

this is expected, plain UObjects never replicate in unreal. only actors and components have network identity, so an object ref to a non replicated UObject arrives as null on teh other side no matter how you pass it. to fix it in c++ you make a UObject subclass and register each instance with the owning actor through the replicated subobject path, then refs to it resolve on clients. you can also try Blueprint Object Replication, a replication plugin for Unreal Engine that gives blueprint made objects real network identity through a component, so object references actually resolve on clients instead of arriving null: https://www.fab.com/listings/e26dcf07-7c78-4e67-8e56-272cf6df8021