Quick answer: Godot 4 MultiplayerSynchronizer throwing 'property not found' at runtime? Replication config holds stale paths after a child node was removed - clean up the config.

Removed a child node. The MultiplayerSynchronizer's replication config still references it; runtime error.

Edit the config in inspector

Open the SceneReplicationConfig. Remove the orphan path entry. Save.

Or rebuild from scratch

For complex configs, delete and re-add. Less error-prone than surgical edits.

Validate at startup

for path in config.get_properties():
    assert get_node_or_null(path)

Custom validation script. Catches stale paths before runtime.

“Replication configs are static references. Static references rot when scenes change.”

After scene restructures, validate every replication config. Build a tool that auto-detects orphans; refactor stays safe.

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