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networking-and-replication

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Mis à jour27 mai 2026 à 03:49

Implement server-authoritative multiplayer in Unreal C++ — network roles and authority (HasAuthority, GetLocalRole, GetRemoteRole, ROLE_Authority/AutonomousProxy/SimulatedProxy), actor replication setup (bReplicates, SetReplicates, bAlwaysRelevant, NetDormancy, NetUpdateFrequency), property replication (UPROPERTY Replicated/ReplicatedUsing, GetLifetimeReplicatedProps, DOREPLIFETIME/DOREPLIFETIME_CONDITION/DOREPLIFETIME_WITH_PARAMS), RepNotify callbacks (OnRep_), RPCs (UFUNCTION Server/Client/NetMulticast, Reliable/Unreliable, WithValidation, _Implementation/_Validate), replication conditions (COND_*), Push Model (MARK_PROPERTY_DIRTY_FROM_NAME, FDoRepLifetimeParams::bIsPushBased), FFastArraySerializer, and the Iris replication system. Use when replicating state across clients, adding RPCs, fixing multiplayer authority bugs, choosing replication conditions, or diagnosing "works in single player but not multiplayer" issues.

Installation

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