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.
Has Authority / Switch Has Authority
The Has Authority and Switch Has Authority Blueprint nodes are equivalent to callingHasAuthority() in C++, which returns true when the current machine is the server (or authority) for that Actor.View C++ equivalent →Replicated Variable
A Blueprint variable marked Replicated becomes aUPROPERTY(Replicated) in C++ that you register inside GetLifetimeReplicatedProps with the DOREPLIFETIME macro, with bReplicates = true set on the Actor.View C++ equivalent →RepNotify (ReplicatedUsing)
A RepNotify Blueprint variable becomesUPROPERTY(ReplicatedUsing=OnRep_Health) in C++, paired with a UFUNCTION() callback like OnRep_Health() that the engine calls on clients whenever the value replicates.View C++ equivalent →Server RPC
A Run on Server Blueprint event becomesUFUNCTION(Server, Reliable) in C++, where you call the function name from a client and write the actual logic in the matching ServerFire_Implementation() that executes on the server.View C++ equivalent →Multicast RPC
A Multicast Blueprint event maps toUFUNCTION(NetMulticast, Reliable) in C++, where the server calls the function and the body in MulticastPlayEffect_Implementation() runs on the server and all connected clients.View C++ equivalent →Client RPC
A Run on Owning Client Blueprint event becomesUFUNCTION(Client, Reliable) in C++; the server calls the function and the body in ClientNotify_Implementation() executes only on the Actor's owning client.View C++ equivalent →