Hi. I just lost 2 days to a confusing proble:
I have an actor component on an actor.
The parent actor is set to replicate.
the actor component contains a array of strings variable. This variable is set to replicate.
However, it was not replicating, causing my blueprint to fail when executed on a client connected to the server. I was searching for an error elsewhere, since the component had no “Component Replicates” checkbox in the editor.
I assumed it was set to replicate by default, my reasoning being that if Epic would hide the checkbox, it would make sense that the component would replicate by default if the parent actor replicates, and wouldn’t if not.
However, in an extremely frustrating moment of enlightment, I set a “Component should replicate” node to true on the BeginPlay event of the actor component, which fixed the problem I was looking for a solution for 2 days, in a matter of SECONDS. (as you may think, this was extremely frustrating).
I then realised that every other actor component of that parent actor were not replicating either. So I went to add the replication blueprint node to another actor component this parent actor had;
THIS actor component has a VISIBLE “Component Replicates” checkbox.
Does epic explain these changes anywhere?? The only thing that clued me in to this was ONE SINGLE post on the unreal forums from someone complaining their “Should Replicate” checkbox on their actor component was missing from the last engine version, Prompting me to look into if the component was really replicating.
Why do some components have the checkbox, while others don’t?
Why is it hidden in the first place??