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Replication and Events

All four components enable replication by default and register ordinary DOREPLIFETIME properties. There is no Fast Array serializer here and no native Server/Client/Multicast RPC declaration.

ComponentReplicated properties
HealthHealthStateTags, HealthValue, ArmorValue
FoodFoodStateTags, FoodValue, WaterValue
StaminaStaminaStateTags, StaminaValue, FitnessValue
TemperatureTempStateTags, TemperatureValue

Private cached settings, numerical modifiers, source whitelists and AffectTags are not replicated. The subsystem, manager, settings object and Blueprint widget objects are local. Actor relevance/ownership determines recipients; these properties have no owner-only condition.


Delegate Semantics​

Numerical mutation helpers broadcast their change delegates locally on authority, and OnRep functions broadcast equivalent value notifications on receiving clients. State updates broadcast state-tag delegates on the mutating endpoint; OnRep broadcasts them on clients.

OnDowned/OnDied/OnRevived are emitted by health mutation/timer paths, not replayed by client OnRep_HealthStateTags. OnSprintStateChanged comes from stamina OnRep zero crossings. OnStarving/OnDehydrating and OnFreezing/OnOverheated are numeric receive notifications rather than uniform server gameplay events.

Server-only activation leaves private client minimum/maximum thresholds at their constructor defaults (zero). Food/temperature numeric OnRep threshold tests therefore do not reliably use project settings on clients. Client UI should read replicated state or explicitly supplied presentation configuration until initialization is corrected.

Replication sends state, not an audit log of every pulse/event. Bind and read a snapshot at HUD construction, and test simultaneous value/tag arrival and late join. Different properties are not a single transactional snapshot. See UI Integration.