Quick answer: Unreal ReplicationGraph not replicating your Blueprint actor? Custom RepGraph nodes filter actors by class — register your BP class with the Always or SpatialFrequency node.
A BP enemy spawns server-side but clients don’t see it. Switching from default replication driver to ReplicationGraph requires actors to be classified into a node.
Classify the Class
In your UReplicationGraph subclass, the InitGlobalActorClassSettings sets default cull distance and replication policy per class. Add an entry for your BP class (or its C++ base):
ClassRepNodePolicies.Set(ABP_Enemy_C, EClassRepNodeMapping::Spatialize_Dynamic);
Spawn Notify
RepGraph caches actor lists. After spawning, the actor reaches RepGraph via NotifyActorChannelOpen / driver hooks. If you spawn before the BP class is registered, the actor falls into a default bucket.
Always Network
For globally-relevant actors (round timers, game state), use Always mapping. They replicate to all connections regardless of position.
Verifying
The BP actor appears on clients within the configured cull distance, with updates at the expected frequency.
“RepGraph needs every class mapped to a node. BP classes too.”
Log unmapped classes when ClassRepNodePolicies lookup misses — saves hours of “why is this not replicating” in late-stage networking.