Replication Model
UInventoryComponent registers InventoryData and ActualInventoryCarryWeight with DOREPLIFETIME. InventoryData uses FInventoryList's NetDeltaSerialize and FastArrayDeltaSerialize over Entries; carry weight uses OnRep_ActualInventoryCarryWeight to broadcast its old/new values.
The Game Instance subsystem, manager, operation context, item lookup maps and widget objects do not replicate. Clients resolve ItemID against their local database configuration. A replicated entry contains SlotID, ItemID, StackSize and MaxStackSize rather than asset presentation content.
Authority and Network Transport
Authority checks in common manager helpers protect those entry points. They do not turn a client subsystem call into a server call. Provide an owned project Server RPC and validate client intent there. Direct component mutations and split/merge need additional authority restrictions.
The reviewed properties have no owner-only replication condition. Actor relevancy, replication settings and lifetime determine recipients; do not assume inventories are private simply because they belong to a player.
Snapshot and Delta
Newly relevant clients need the current entries as initial state. Subsequent changes use Fast Array deltas. These callbacks are state notifications, not a reliable event history of every gameplay action; multiple changes can be represented by a later state. Persist transaction history separately if required.
For UI event details, see Fast Array and Replication Flow. Verify late join, latency, loss, dormancy/relevancy and packaged behavior with the target Unreal build; no such runtime tests were performed here.