UE5.2 Replicates do not sync

I have a problem when replicating the movement.

I have done a mini example and the same thing keeps happening.


Suppose I have a sphere. This is how it replicates.

Actor 1 sees Actor 2 correct, but the object with “Movement replicates” and “Replicates” of actor 1 sees incorrect
Actor 2 sees Actor 1 correct, but the object with “Movement replicates” and “Replicates” of actor 2 sees incorrect

My ball has:

What is the problem?

Hey @Drakgoku!

There could be quite a few issues causing this.
Try thumbing through this and see if anything catches your eye!

I have looked at the documentation. I have looked to see if it was possible that my controller or my character was not interpreting that “Replicate” correctly.
I did it with a thirdparty player and a newball (doesn’t extend C++, just Actor) and the same thing still happens.



At some point I am missing. I have read many threads on this. Why?

Currently I haven’t linked the C++ code yet. They are simply Actors with Blueprint to see if the “base” replication works


Why?¿

Are you using a movement component for the ball or are you moving it via tick or timeline?

Are you moving it only via the has authority branch (on the server).
If you are just moving the component then try setting it’s replication to true.

Also replicated parameters can go out of sync. If you want changes to “catch up” at a later state no matter the login time try RepNotify



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Thank you very much @3dRaven
I move the ball through physics on an inclined plane.
I just needed to tell the component “[x] component replicate”

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The Solution is to use a Static Actor for this :wink: hf

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