Replication Types

Can someone please explain these replication mods in the photo below? What do these mods do and what effect do they put in the game and how they are different from each other and which one should be used in a specific situation?
Desktop Screenshot 2022.12.10 - 00.26.11.97

Not Replicated= standard event/function to the client actions not reflected across the network

Multicast= used for non-important aesthetics to reflect across all clients and server (particle effects, sounds, decals etc.) Most usually called from a “Run on Server Event”

Run on Server= replicated event that executes across all clients and server (a variable executed from this event will occur on all clients).

Run on owning client= client specific network call, not directly reflected across the network, but provides some control over network RPC’s.

These events are unreliable by default meaning if the game thread is busy some of these events will be omitted. If marked as reliable they will wait until the thread is clear to be called.

I’m sure there are people here with a better explanation, but this generally is the gist of it. The documentation on these events is very detailed on Unreal Engine’s website.

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Thank You so much for this <3

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Hey there @Adeel_Yaqoob! When getting into networking I have one resource I always recommend, and it’s the Networking Compendium!

This has explanations on most networking features in great detail.

If you’d prefer a video based explanation, this series does an excellent (and humorous) job of explaining networking concepts (go back to part 1 if you want the whole thing, but the link is to part 4 which explains these parts in particular):

And as always the unreal engine documentation is always a good supplement:

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@SupportiveEntity Thank you so much <3