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https://docs.unrealengine.com/en-US/P... https://wiki.unrealengine.com/UPROPERTY In UE4 when working with variables it’s going to be important to know the importance of and how to use uproperty specifiers. The two major categories of uproperty specifiers are with replication, communication between client and server, and to add functionality to your blueprints. Examples of uses of uproperty include: replicated, replicated using, clamp, and blueprint read only. Some of these specifiers are not compatible, require, or imply other specifiers. Forectample blueprint read only is not compatible with blueprint read write. Likewise replicated and replicated using are not compatible because replicated using implies replicated. I am now going to discuss the nuances of using replicated variables. When using replicated variables two additional things are required in the implementation file (.cpp). First is that you need to include UnrealNetwork header file and you need to add an additional function as shown. For each variable with replication you need to add its own do-rep-lifetime line as shown. When using replicated replicated using, simply include a = sign with the function name, note you cannot pass values here this is a function that is simply called on the client after the client receives a change in the variable. On a side note all variables will attempt to replicate if they fail and any variable in a structure is replicated unless specified by another specifier, not replicated and will not retry replication unless requested.