configure_replication
Configure an Unreal Engine actor's movement and lifecycle replication so it syncs and spawns/destroys on clients; returns previous, new, and actual settings.
Instructions
Configures the replication of an editor-world actor: movement (bReplicateMovement) and lifecycle (bReplicates: the actor is spawned and destroyed on clients). Both are read back. Physics has no switch of its own in the engine -- a simulating root's state travels with movement replication -- so replicate_physics is reported in not_applied.
Returns: { actor_name: string, replication_configured: bool, message: string, previous_settings: { replicate_movement: bool, replicate_lifecycle: bool }, new_settings: { replicate_movement: bool, replicate_lifecycle?: bool }, actual_settings: { replicate_movement: bool, replicate_lifecycle: bool }, not_applied?: [string], actor_valid: bool, actor_class: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | The name of the actor to configure replication for | |
| replicate_physics | No | Whether to replicate physics (optional; NOT applied, see the description; listed in not_applied when sent) | |
| replicate_movement | No | Whether to replicate movement (optional, default true; always applied) | |
| replicate_lifecycle | No | Whether the actor replicates at all, i.e. exists on clients (optional; applied only when sent). Movement replication does nothing without it. |