Skip to content

bepooint/Replic

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

3 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Replic

Replic is a Blueprint-first replication plugin for Unreal Engine 5.6.

It provides explicit Blueprint nodes for replicated property writes, reads, events, observers, permissions, persistent late-join state, and component transform replication.

Current version: 0.2.1

Preview

Replic multiplayer counter demo

Replicated door sound event
Replicated door logic with server-side state and replicated sound trigger
Component transform replication settings
Component transform replication with persistent late-join state
Replic custom event settings
Custom event replication settings directly in Blueprint details
Typed event argument nodes
Typed named values for replicated event arguments

Features

  • Runtime transport component for replicated actors
  • Replic-marked Blueprint variables
  • Explicit setter and getter nodes
  • Replicated custom events
  • Typed event arguments
  • Replicable sound triggers through Replic events
  • Array, set, and map support
  • Container delta operations
  • Property change observers
  • Persistent state for late joiners
  • Permission modes:
    • None
    • OwnerOnly
    • ServerOnly
    • Custom
  • Scene component transform replication:
    • relative or world transform
    • location, rotation, and scale channels
    • optional persistent transform state

Requirements

  • Unreal Engine 5.6
  • Visual Studio 2022 with C++ build tools

Installation

Copy the plugin into your Unreal project:

YourProject/Plugins/Replic

Then open the project and enable the plugin if needed.

Basic Usage

  1. Enable Replicates on the actor that owns the replicated state.
  2. Add ReplicTransportComponent to that actor.
  3. Create a Blueprint variable or custom event.
  4. Enable the Replic settings in the Details panel.
  5. Use Replic nodes such as:
    • Set Marked Int
    • Get Marked Int
    • Replic Set Array
    • Add To Marked Array
    • Replic Call Event
    • Bind Marked Property Changed

For one-shot sounds such as doors, pickups, buttons, or impacts, trigger Play Sound at Location from a Replic custom event. Use persistent state for the gameplay result, not for replaying old sounds to late joiners.

For actor state changes, keep gameplay authority on the server and replicate the visible result. A common pattern is:

  • ServerOnly event for the authoritative state change
  • ReplicateAll event for one-shot cosmetic effects such as sounds
  • persistent property or component transform state for late joiners

See QuickStart for a small counter, door, and sound workflow.

Packaging Note

For packaged builds, use a C++ project or an equivalent C++ build setup so Unreal can build and link the plugin runtime module.

License

MIT License. See LICENSE.

Star History

Star History Chart

About

Blueprint-first simple replication plugin for Unreal Engine 5.6.

Topics

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Contributors

Languages