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
- 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:
NoneOwnerOnlyServerOnlyCustom
- Scene component transform replication:
- relative or world transform
- location, rotation, and scale channels
- optional persistent transform state
- Unreal Engine 5.6
- Visual Studio 2022 with C++ build tools
Copy the plugin into your Unreal project:
YourProject/Plugins/Replic
Then open the project and enable the plugin if needed.
- Enable
Replicateson the actor that owns the replicated state. - Add
ReplicTransportComponentto that actor. - Create a Blueprint variable or custom event.
- Enable the Replic settings in the Details panel.
- Use Replic nodes such as:
Set Marked IntGet Marked IntReplic Set ArrayAdd To Marked ArrayReplic Call EventBind 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:
ServerOnlyevent for the authoritative state changeReplicateAllevent 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.
For packaged builds, use a C++ project or an equivalent C++ build setup so Unreal can build and link the plugin runtime module.
MIT License. See LICENSE.




