What is the significance of Replication Condition?

I need to know when should one use the replication condition. By default this property is None. The other options are Initial only, Owner only, Skip Owner, Simulated only etc…

The documentation on Epic site doesn’t describe it in detail and only defines it. Does this condition have a bearing on performance?

regards,

You’ll find that information here: Conditional Property Replication | Unreal Engine Documentation

If you’ve got any more questions let me know :wink:

Hi,

Thanks for the link. I did study this and tried various modes, and found the best results with Simulated Only.

The issue I have been facing is one that of Jitter on the client. If you know how to resolve this, it would be a great help. I have been grappling with this for 2 months now.

I have an Static Mesh Actor class blueprint (not pawn or character), which has a another static mesh component. This is being moved using a timeline. The timeline fires repeatedly depending on a dice throw result. While the motion on listen server is perfectly fine, the same on the client is not. It throws up random jitters at times and there seems to be no pattern to it. What could it be due to? I have managed to reduce this jitter by tinkering with the values of Net Update Frequency and also Replication condition. But it is still there to the extent of 10% of the times that I run a session.

Can you help or point to a solution? I am using Blueprints only and not any C++…

Thanks,

Hmm well that is a different question, so I’d recommend you create a new question, given that this isn’t my area of expertise :wink:

Thanks anyways… I did manage to solve the jitter problem. I used RepNotify and therefore a function is called straightoff immediately after the variable value changes. This solved the problem for ever.

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@goncagoncasmage Do you know if COND_InitialOnly means once for the entire life of the actor or does it means once each time the actor becomes relevant?