UObject Eligible for Replication Guide

I am trying to replicate a UObject from server to clients but have not been successful

I Have tried this approach but instead of playercontroller it’s gamestate:

https://forums.unrealengine.com/t/problem-with-uobject-replicaiton/412179

It would really help if someone could provide a working example snippet so I can understand what I am missing.

Ok so I found out what the problem was

first you have to do everything done in this post

https://forums.unrealengine.com/t/problem-with-uobject-replicaiton/412179

key takeaways:

virtual bool ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;

implement this function on the actor or actor component that the uobject is a suboject of
uobjects have to be replicated through an actor channel


	virtual bool IsSupportedForNetworking() const override
	{
		return true;
	}

than you have to implement this function and return true on the UObject that you want to be replicated

the final missing piece is this:

when creating the uobject you want to be replicated you have to set this flag RF_Public in the NewObject<>() function

this is not mentioned anywhere and I just tested the flags out of frustration.

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