{ }Blueprint → C++

Unreal Engine 5 Networking & Replication: Blueprint Nodes to C++

Multiplayer in Unreal Engine 5 runs on a server-authoritative model, and the Blueprint nodes you use to drive it map cleanly onto a small set of C++ identifiers. This category covers the core building blocks: authority checks with HasAuthority(), variable replication via UPROPERTY(Replicated) and GetLifetimeReplicatedProps, change callbacks with ReplicatedUsing (RepNotify), and the three remote procedure call types. Each page pairs the Blueprint node you already know with its exact C++ equivalent, showing the UFUNCTION specifiers, macros, and _Implementation patterns the engine expects. Use them to move gameplay logic out of the event graph and into replicated C++ Actors that compile and scale.

6 nodes in this category.