This is very close to the same question that we talked about early on when we first talked about enabling Component Replication, and we didn’t know why the component seemed to be replicated without it, but replication was only accurate with the property set to true.
This time, the Instructor flashes over what I feel like is an important distinction to understand. At about 4:50, the Instructor specifically turns on replication for the MeshComponent. He then shows that all of the other components have the same SetIsReplicated() fuction but says that “turning on replication on the Actor should also turn those on as well.”
The obvious question is, “what makes the difference?” What components, or maybe when, should we turn it on, and which components, or when, should we let them enherit it?
I know before that this seemed like it may be too much a beginner question for this course, but I disagree. I have been able to stay ahead of the Instructor over most of the course, so the fact that this question is one that I don’t understand, and it has come up twice, suggests to me that it’s not basic information. If I’m wrong, I’m sorry, but I think a lot of us would like to understand when we do and don’t explicitly set the property.
I’m going to attempt to answer my own question, because I believe I may know, but I would love to hear from someone more knowlageable and be corrected if I’m wrong.
From what I have found on my own, read it other forums, and from a really good breakdown in the other thread on this forum by the user MyCody, it seems like enherited replication is lower priority than explicitly requested replication.
So, in lay terms, if the replication, and its accuracy is important to gameplay, or if the lack of accuracy could lead to negative outcomes, you should probably explicitly set it, but it does come with minimal, but not zero, overhead, so you may sometimes choose to let it run in the lower-priority stack.
Again, I’m very very uncertain about my understanding here, so someone please correct me if I’m wrong.