Set Replication
Set a Blueprint's replication and relevancy defaults. This exists rather than pointing you at the generic property setter because three of these are wrong to write directly: public access to NetUpdateFrequency, MinNetUpdateFrequency and NetCullDistanceSquared was deprecated in 5.5, and the update frequency's setter notifies every net driver on an initialised actor, so a raw write reads back correct and never reaches the netcode. This calls the setters. Every value is read back through the same accessors afterwards.
hf_set_replicationWriteArguments
| Name | Type | Description |
|---|---|---|
classreq | string | Blueprint path, like /Game/BP_Hull. A native C++ class is refused: its defaults live in code and a write here would last until the editor restarts. |
always_relevant | boolean | Switches off distance and visibility culling for this class. Correct for a singleton, expensive for anything there are many of. |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
min_net_update_frequency | number | Floor the adaptive throttle drops to. Must not exceed net_update_frequency. |
net_cull_distance_squared | number | SQUARED centimetres. 150m is 150*100 squared, or 225000000. Zero means never relevant to anyone, not unlimited. |
net_load_on_client | boolean | |
net_update_frequency | number | Considerations per second. Capped in practice by the server's net tick rate; see hf_describe_net_settings. |
only_relevant_to_owner | boolean | |
replicate_movement | boolean | |
replicates | boolean | Whether instances replicate at all. Everything else here is inert while this is false. |
Related tools
Nearby in Networking and replication: