Replication and networking
AI & gameplaySet up replication, RPC functions, relevance, network roles, prediction and network settings.
What it’s for
This area sets up multiplayer replication on your Blueprints. Your assistant can mark variables as replicated, with conditions, and create Server, Client and NetMulticast RPC functions. It also handles the settings that usually mean digging through class defaults: dormancy, relevance, priority, cull distance, update frequency, push model and movement prediction.
During a running session it can check things like whether this instance has authority over an actor or controls it locally, and read an actor’s actual replication setup before changing it. For hosting and joining test sessions, see Local and LAN multiplayer.
Things you can ask
Replicate a variable
The variable is marked as replicated in the Blueprint’s class defaults.
You: Health on BP_Turret needs to replicate.
Health now replicates on BP_Turret.Create a server RPC with an input
You get a new function with the right network settings and inputs, ready to fill in.
You: Add a reliable server RPC to fire the turret at a target.
Added ServerFire to BP_Turret, a reliable Server RPC with a Target input.Check who has authority
Your assistant asks the running game instead of guessing which side it is on.
You: Are we the authority on Turret_1 right now?
Yes. This instance has authority over Turret_1.