UE Networking & Replication
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
Server-authoritative replication for actors, components and subobjects. Core APIs live in the Engine module (GameFramework/Actor.h, Engine/NetDriver.h, Net/UnrealNetwork.h) and the NetCore module (Net/Core/PushModel/PushModel.h, Net/Serialization/FastArraySerializer.h). ELifetimeCondition and REPNOTIFY_* come from CoreUObject (UObject/CoreNetTypes.h). Optional systems: the Iris replication system (IrisCore module, SetupIrisSupport(Target) in Build.cs) and the ReplicationGraph plugin (Beta in 5.8, Build.cs module ReplicationGraph).
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
Worked end-to-end examples: replication patterns [blocked]. RPC selection tables and verbatim engine RPC declarations: RPC decision guide [blocked].
Net Roles, Net Modes and Authority
ENetRole is declared in Engine/Classes/Engine/EngineTypes.h; the accessors are on AActor.
From GameFramework/Actor.h:
ENetMode (Engine/Classes/Engine/EngineBaseTypes.h): NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client. Every mode below NM_Client is a server.
On a listen server the host is ROLE_Authority and locally controlled: use APawn::IsLocallyControlled() to skip host-only or client-only paths.
Property Replication
Rules:
OnRep_must be aUFUNCTION(). Its optional single parameter is the previous value and must match the property type.- Only the authority may write a replicated property.
OnRep_does not fire on the machine that made the change. UPROPERTY(NotReplicated)inside a replicated struct excludes a member.FVector_NetQuantize/_NetQuantize10/_NetQuantize100/_NetQuantizeNormal(Engine/NetSerialization.h) cut world-position bandwidth: 0, 1 and 2 decimal places, and 16 bits per component for normals.FRepMovement(Engine/Classes/Engine/ReplicatedState.h) carries location/rotation/velocity whenSetReplicateMovement(true); overridevirtual void OnRep_ReplicatedMovement()to post-process it.UCharacterMovementComponentreplicates moves itself — seeue-character-movement.- On the first bunch for a connection, every eligible property is sent at once. Keep initial state small and push spawn-only data behind
COND_InitialOnly.
Macros (Net/UnrealNetwork.h): DOREPLIFETIME, DOREPLIFETIME_CONDITION, DOREPLIFETIME_CONDITION_NOTIFY, DOREPLIFETIME_WITH_PARAMS, DOREPLIFETIME_WITH_PARAMS_FAST, DOREPLIFETIME_WITH_PARAMS_FAST_STATIC_ARRAY, DOREPLIFETIME_ACTIVE_OVERRIDE, DOREPLIFETIME_ACTIVE_OVERRIDE_FAST, DISABLE_REPLICATED_PROPERTY.
FDoRepLifetimeParams (Net/UnrealNetwork.h) is the struct behind the _WITH_PARAMS forms:
Lifetime Conditions
Full ELifetimeCondition enum, CoreUObject/Public/UObject/CoreNetTypes.h:
COND_NetGroup pairs with UE::Net::FNetConditionGroupManager (Net/Core/Misc/NetConditionGroupManager.h, module NetCore), reached through UNetworkSubsystem::GetNetConditionGroupManager() (Net/Subsystems/NetworkSubsystem.h):
UE::Net::NetGroupOwner and UE::Net::NetGroupReplay are engine-managed groups; do not add a player controller to them. APlayerController also exposes RemoveFromNetConditionGroup, IsMemberOfNetConditionGroup and GetNetConditionGroups.
Push Model
Push model removes the per-frame memcmp of replicated properties: the property is only compared when you mark it dirty. It works with the classic net driver and with Iris — it is not an Iris feature.
MARK_PROPERTY_DIRTY_FROM_NAME(ClassName, PropertyName, Object)is the preferred marker. Static arrays useMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(ClassName, PropertyName, ArrayIndex, Object)orMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY(ClassName, PropertyName, Object).- Opt in twice:
bWithPushModel = true;in the game/server*.Target.cs(defaults to true only for Editor targets,TargetRules.cs:1524) andNet.IsPushModelEnabled=1(defaults to false,PushModel.cpp:434). Until both are on, properties are compared as usual. - The macros compile to nothing when
WITH_PUSH_MODELis off, so the code is always safe to ship (exception: the no-pushMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAYstub takes 4 arguments,PushModel.h:489, so the 3-argument form fails to compile there). - A struct property mutated by reference needs an accessor that marks it dirty before handing out the reference.
- With push model enabled, forgetting one marker means the property silently stops replicating — this is the main cost of opting in.
Fast Array Serialization
FFastArraySerializer sends only changed items instead of the whole array.
Item struct derives from FFastArraySerializerItem and may implement any of:
The array struct derives from FFastArraySerializer, implements NetDeltaSerialize via FastArrayDeltaSerialize<ItemType, ArrayType>(Items, DeltaParms, *this), and needs TStructOpsTypeTraits<...> { WithNetDeltaSerializer = true }. It may also implement the array-level receive hook:
FPostReplicatedReceiveParameters::OldArraySize is the size before the update, which makes this the right place for "the whole list changed, rebuild the UI" work.
Dirty rules — both are mandatory, and both are common sources of "my array does not replicate":
MarkItemDirty(Item)after adding or mutating an item.MarkArrayDirty()after removing an item (it also invalidates the ID map).
Full inventory implementation: replication patterns, Pattern 3 [blocked].
Remote Procedure Calls
UFUNCTION network specifiers (UObject/ObjectMacros.h): Server, Client, NetMulticast, Reliable, Unreliable, WithValidation, BlueprintAuthorityOnly, BlueprintCosmetic. Reliable/Unreliable are only valid together with Server, Client or NetMulticast.
You write _Implementation bodies; with WithValidation you also write _Validate, and returning false disconnects the caller.
Decision tables, reliability matrices and verbatim PlayerController.h declarations: RPC decision guide [blocked].
Ownership, Relevancy and Dormancy
Relevancy fields and hooks on AActor:
SetNetCullDistanceSquared() sets the squared radius; NetPriority breaks ties when bandwidth saturates; GetReplayPriority() does the same for replay recording.
Dormancy (ENetDormancy in EngineTypes.h: DORM_Never, DORM_Awake, DORM_DormantAll, DORM_DormantPartial, DORM_Initial):
A waking dormant actor is diffed against the replicator the connection kept when it went dormant (DataChannel.cpp:2510-2519), so normally only changes are sent; an actor whose channel closed on relevancy gets a full initial bunch when it re-enters range, which fires its OnRep_s again. Write OnRep_ handlers that tolerate repeats.
Subobject Replication
bReplicateUsingRegisteredSubObjectList defaults to false in 5.8 (GDefaultUseSubObjectReplicationList = false in Engine/Private/Components/ActorComponent.cpp, project-wide CVar net.SubObjects.DefaultUseSubObjectReplicationList). Opt in per class, or nothing you register replicates:
AActor registration API (GameFramework/Actor.h); UActorComponent (Components/ActorComponent.h) mirrors all but the ActorComponent variants:
RemoveReplicatedSubObject only stops future updates — the client keeps its copy. Use DestroyReplicatedSubObjectOnRemotePeers to delete it remotely, or TearOffReplicatedSubObjectOnRemotePeers to leave an orphaned local copy. The subobject must override virtual bool IsSupportedForNetworking() const to return true and declare its own GetLifetimeReplicatedProps.
When the flag is false, the engine instead calls the still-live virtual:
Inside it, forward to Super:: and call Channel->ReplicateSubobject(SubObject, *Bunch, *RepFlags). Registered subobjects: replication patterns, Pattern 5 [blocked].
Physics Replication
EPhysicsReplicationMode (EngineTypes.h) selects how a simulated body is corrected: Default, PredictiveInterpolation, Resimulation, None.
PredictiveInterpolation and Resimulation require Project Settings → Physics → Physics Prediction. Keep every interacting body on the same mode. For rollback-style networked physics use UNetworkPhysicsComponent (Engine/Public/Physics/NetworkPhysicsComponent.h) and the FAsyncPhysicsTimestamp handshake on APlayerController (ClientSetupNetworkPhysicsTimestamp, ServerSendLatestAsyncPhysicsTimestamp); collision and body setup belong to ue-physics-collision.
Iris Replication System
Iris is the alternative replication backend (plugin Iris, Beta flag in 5.8; Epic's 5.8 notes call it production-ready for licensees). Runtime module IrisCore under Source/Runtime/Net/Iris, engine glue under Engine/Public/Net/Iris.
- Enable in a module's Build.cs:
SetupIrisSupport(Target); - Enable the
Irisplugin (EnabledByDefault: false) and set the runtime switchnet.Iris.UseIrisReplication=1; it defaults to 0, the classic replication system (IrisConfig.cpp:14). - Property declaration, RPCs, conditions and push model are unchanged. Iris changes the backend, not the gameplay-facing API.
Actor hooks when Iris is active (GameFramework/Actor.h):
UReplicationBridge and UObjectReplicationBridge (Iris/ReplicationSystem/) are internal; gameplay code should not derive from them. UReplicationBridge no longer has the separate base class it used to; treat it as internal.
Replication Graph
For high connection counts, replace per-connection relevancy scanning with the ReplicationGraph plugin (Beta in 5.8). Build.cs module: ReplicationGraph.
Node classes (ReplicationGraph.h): UReplicationGraphNode_GridSpatialization2D (world grid), UReplicationGraphNode_AlwaysRelevant (game state, managers), UReplicationGraphNode_AlwaysRelevant_ForConnection (controller, player state), UReplicationGraphNode_ActorList (hand-built lists), UReplicationGraphNode_DormancyNode, UReplicationGraphNode_DynamicSpatialFrequency.
Net Driver and Connections
UNetDriver (Engine/Classes/Engine/NetDriver.h) owns the connections and drives replication for a world.
UNetConnection (Engine/Classes/Engine/NetConnection.h) is one client's connection. Reach it with AActor::GetNetConnection() (overridden by APlayerController). Split-screen players get a UChildConnection (Engine/ChildConnection.h) hanging off the parent.
Prefer AGameModeBase::Logout for disconnect handling over polling connection state.
APlayerController exists only on the server and its owning client. Data every client needs goes on APawn, APlayerState or AGameStateBase — see ue-gameplay-framework.
Deprecated — do not use
Common Mistakes
Assuming the registered subobject list is on: it defaults to false, so AddReplicatedSubObject alone replicates nothing. Set bReplicateUsingRegisteredSubObjectList = true in the constructor (or flip net.SubObjects.DefaultUseSubObjectReplicationList) and confirm with IsUsingRegisteredSubObjectList().
Omitting Super::GetLifetimeReplicatedProps: every inherited replicated property is dropped, including engine state on AActor and APawn. Call Super first, always.
Mutating replicated state on a client: the next server update overwrites it and no rollback happens. Guard with if (!HasAuthority()) return; and apply authoritative values in OnRep_.
Push model without a marker: a property declared with Params.bIsPushBased = true and never marked dirty simply stops replicating. Every write path needs MARK_PROPERTY_DIRTY_FROM_NAME.
Removing from a fast array without MarkArrayDirty(): removals do not reach clients. MarkItemDirty covers mutation only.
Using NetMulticast for persistent state: late joiners never receive it. Multicast is for one-shot cosmetics; state belongs in a replicated property.
Server RPC on an unowned actor: the call is dropped with only a LogNet Warning. Call SetOwner() on the server after spawning, and keep the chain intact up to the APlayerController.
Non-UFUNCTION OnRep_: UHT rejects ReplicatedUsing pointing at a plain member function. Declare UFUNCTION() above it.
Server RPC without WithValidation that mutates state: a client can send any parameter values. Validate in _Validate, or better, send an id and look up the authoritative data server-side.
OnRep_ that is not idempotent: relevancy changes re-send the full state and re-fire callbacks. Do not treat OnRep_ as an "exactly once" event.
Related Skills
ue-cpp-foundations—UPROPERTY/UFUNCTIONspecifier reference, module includes, reflection basicsue-gameplay-framework—AGameModeBase(server only),AGameStateBase/APlayerStatereplication scope,APawnpossessionue-gameplay-abilities— GAS prediction keys, attribute set replication, gameplay effect replication modesue-character-movement— CMC move replication, saved moves, server correction and network smoothingue-actor-component-architecture— component lifecycle,SetIsReplicated, subobject ownershipue-async-threading— off-thread work feeding replicated state, task graph and async patternsue-serialization-savegames— persisting state that outlives a session,NetSerializevsSerializeue-gameplay-tags-messaging— native and ini gameplay tags, containers, queries and the async message systemue-mover— the Mover plugin: movement modes, layered moves and rollback networkingue-physics-collision— collision channels, traces, overlaps and Chaos physicsue-world-level-streaming— World Partition, level streaming, data layers and travel


