Replicated Option in Timeline, what does it do?

I have a replicated actor that spawn and then I scale and move using a timeline. Now I’m looking for the best approach to minimize the stress on the network. I already saw that there is a option “Replicated” in the timeline. Since my spawned actor is already replicated the scale and position also replicate.

Is there any benefit for me to turn this option on?
Does the replicate option in the timeline mean it will replicate the whole timeline(all values in 1 go) instead of trying to replicate the values every second/millisecond?

For me, replicating the the actor only create this rubberband effect. It wasn’t until I replicated the timeline that the server and client actually became synced. I don’t really know how it works, but replicating the timeline was definitely the solution to my moving actor sync problem.

where do you see such an option? i can’t seem to find it on timeline node settings [4.18]

Me neither. where is it?

243741-timelinenorep.png

Found it. You double-click the Timeline node in the blueprint and it opens the Timeline editor. The Replicated checkbox is toward the top right

I know this is a little late but here is what each do.

https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Timelines/Editor