Quick answer: The owning actor AND the component must have bReplicates = true. RPC events must be marked Reliable + Multicast/Server, and use SetIsReplicated(true) in component constructor.

A weapon Blueprint component implements a Fire event as Multicast RPC. Server triggers; nothing happens on clients. The component isn’t replicating.

Both Actor + Component Replicate

In Class Defaults of the actor: bReplicates = true.

In the component (Blueprint Construction Script or C++):

WeaponComp->SetIsReplicated(true);

Or check the “Component Replicates” box in the component’s Details panel.

RPC Type

In the BP event Details:

Call from Authority

Multicast RPCs only propagate when called on the server. From client: nothing happens. Wrap calls in HasAuthority check or use Server RPC to relay through server.

Verifying

Listen Server + clients. Server triggers Fire; both clients see VFX/audio. Log on event entry confirms each peer reached.

“Replicated actor + replicated component + server-side call = events reach everyone.”

For cosmetic-only events (VFX, sounds), Unreliable Multicast is cheaper than Reliable — drops in heavy traffic but cosmetic loss is fine.