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Replication and UI Flow

  1. Local input produces intent. A drop may broadcast a subsystem delegate with transient UI objects.
  2. Project code extracts primitive request values and uses an owned Server RPC.
  3. Server code validates the request and calls the subsystem/manager.
  4. Component helpers mutate Entries and mark Fast Array items/array dirty. Some operations update carry weight separately.
  5. Unreal sends state according to the replicated owner's network settings.
  6. Client Fast Array receive hooks invoke component slot delegates.
  7. A bound frame creates, updates or removes the widget associated with SlotID. Item masters and soft presentation data are resolved locally.

Late Opening and Late Join​

Frame construction reads GetInventory in addition to binding events. A widget opened after a replicated update can therefore display existing entries. A late-joining client's snapshot still depends on actor replication and available definition assets.

If the inventory arrives before the local database index is ready, an entry's master lookup can return null; the entry has no general database-ready retry. Gate UI initialization or provide a refresh after required registration completes.


Listen Server and Rejection​

The authority instance does not receive its own Fast Array changes as client deltas. Native server mutations do not broadcast corresponding slot events, so local listen-server presentation needs an explicit snapshot refresh or maintained event implementation.

Frame visual prediction can hide a widget before server acceptance. If rejection leaves state unchanged, there may be no subsequent slot notification to undo it. Provide explicit request-result/rejection handling in project code and verify refresh behavior. This is separate from replication of authoritative inventory data.