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Actor Component Replication Explored - Networked Components - UE C++ Tutorial

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Jun 28, 2025
24:01

Here I explore various scenarios using replicated components added at runtime. There are different scenarios to consider based on the attached actor. Here we see how that will impact component replication. We explore dormancy's relation to component. Components RPC impact on replication and dormancy. Replicated variables on components. Observe component object lifetime. Server side spawning of components. And various other observed engine behaviors. Recorded in 5.4 0:00 Showing off the spawner boxes tests 0:15 Adding/Removing Replicated VS Not Replicated components - Server spawning of replicated static meshes 1:30 Components can have replicated variables 1:54 Replicated vs Dormant vs and No Replicated actors in regards to component replication 3:05 Awake replicated actor, component spawning 3:15 Dormant actor, component spawning 7:10 Not replicated actor, component spawning 7:56 Spawning components on dynamically spawned actors, Awake, Dormant, and Not Replicated 9:30 Spawning logical components, Actor components without visual representation (ie not a scene component) 11:09 Awake actor - Logical actor component behavior 12:06 Dormant actor - Logical actor component behavior (RPC caveats) 16:06 Not Replicated Actor - Logical actor component behavior 16:44 Dynamically spawned actors and logical actor component replication behavior 17:33 Quick look at the C++ code 23:25 Closing Remarks

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Actor Component Replication Explored - Networked Components - UE C++ Tutorial | NatokHD