# Replication troubles

**URL:** <https://forums.unrealengine.com/t/replication-troubles/506374>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, Replication, client-replication, unreal-engine, UE4-26, Blueprint\
**Created:** [March 13, 2022, 5:19am UTC](https://forums.unrealengine.com/t/replication-troubles/506374 "2022-03-13T05:19:48Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_b3bc4d7a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b3bc4d7a](https://forums.unrealengine.com/u/anonymous_user_b3bc4d7a)\
**Post date:** [March 13, 2022, 5:19am UTC](https://forums.unrealengine.com/t/replication-troubles/506374/1 "2022-03-13T05:19:48Z")

</div>

Hello, I’m making a project, and in said online multiplayer project, I have a character that can set down runes. Problem is, when my client sets a rune down, it affects the server appropriately, but nothing happens to the rune in the client. And when the server sets down a rune, the client gets affected twice, as if two runes were set down. I’ve determined (when the server places rune) the rune on the client disappears before the rune on the server. Anybody have any Idea what’s going on. the rune is set to replicate, and here are some code screenshots:  
 ![UE4Pic006]()  
 ![UE4Pic005]()

---

<div class="post-metadata">

**Author:** ![UnrealEverything](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UnrealEverything](https://forums.unrealengine.com/u/UnrealEverything)\
**Post date:** [March 13, 2022, 7:45am UTC](https://forums.unrealengine.com/t/replication-troubles/506374/2 "2022-03-13T07:45:55Z")

</div>

It looks like `DownCast` is a multicast RPC. In that case it will both be executed locally “on the server as well as all currently connected clients.” (see [RPCs | Unreal Engine Documentation](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/RPCs/)). Since LightningRune is replicated as well (and relevant to a client) the built in replication system will cause another LightningRune to be spawned on clients so you end up having two. To fix this the LightningRune should **only** be spawned on the server. The replication system will deal with the rest for you and create them on the clients as well. So get rid of `DownCast` and directly call SpawnActor in the `DownEvent`.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b3bc4d7a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b3bc4d7a](https://forums.unrealengine.com/u/anonymous_user_b3bc4d7a)\
**Post date:** [March 13, 2022, 9:01pm UTC](https://forums.unrealengine.com/t/replication-troubles/506374/3 "2022-03-13T21:01:19Z")

</div>

It worked! Thank you so much.
