How do I replicate (network) a particle system?

Hi there. I have been searching around and there doesn’t appear to be any posts on this. I have a multiplayer game with replication working properly for everything other than particle systems. The particle systems (flame / fire effects) are attached to the player (see pictures below) and seem to only be visible to to the player on their own screen and not to the other player. My character is set to replicate which seems to automatically replicate all components of the character (meshes, widgets, text render components, etc) except the particle systems. Is there any way to fix this in Blueprints? If not, is there a way to do it in C++?

http://puu.sh/g5nMo/f732747185.jpg

These are the only replication settings I have changed in Blueprints are these, under “Class Defaults” for MyCharacter

http://puu.sh/g5on0/bc623ec9b4.png

Screenshot:

http://puu.sh/g5peJ/9a3d0b7033.jpg

We do this in our game by just having the creation on the client side, and all clients. So we set a bool like fire to true and it spawns the particles separately on everything involved.

You probably figured it out, but you need to tell the particle system component to replicate directly, like so:

UParticleSystemComponent* psc = (get the component)
psc->SetIsReplicated( true );

Awesome Flaming America Chair of Destruction you got there. Did you ever release this game?

You shouldn’t actually do it like that and use the solution the other guy provided. Since particles aren’t directly relevant to the gameplay functionality, the only thing you want to synchronized across clients is when to start/stop playing those particle systems. Synchronizing the entire thing will just load the connection with unnecessary data.