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Static vs Dynamic Components (Replication)

I was reading the difference between static components and dynamic components on: https://docs.unrealengine.com/en-US/Gameplay/Networking/Actors/Components/index.html

I have a variable in my component that needs to be controlled by the server but replicated to clients. I set that variable to be replicated and enabled replication for the ActorComponent. The ActorComponent is created in the Actor constructor using CreateDefaultSubobject() and it is created on both the server and clients (no if check for server/client) so it is a static component.

In this case it seems like I could create the component on the server and have it replicated to clients making it a dynamic component but I'm not sure which one to choose (static or dynamic component) for an ActorComponent which have variables to replicate.

What are some examples of when I would want to use a dynamic component over a static component? What factors determine which one to choose?

Product Version: UE 4.22
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asked Aug 13 '19 at 08:51 PM in C++ Programming

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jr557
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