set_component_replication
Enable or disable replication for one SCS component template on a Blueprint, then compile and read the flag back from the template.
Instructions
Set bReplicates on ONE SCS component TEMPLATE of a Blueprint (the archetype, not a spawned actor's instance), compile, and read it back off the template. It governs the component's own PROPERTY replication; note that a component declared in the SCS already routes its RPCs through its stable network name WITHOUT this flag (a component added at RUNTIME does not, and loses them). For the owning actor use set_bp_class_replication.
Returns: { blueprint_name, component_name, replicates } -- replicates is re-read from the template after compiling.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| replicates | Yes | Whether the component should replicate. Required. | |
| blueprint_name | No | Name (or full object path) of the Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | SCS component variable name on this Blueprint (inherited-only components have no local SCS node and are not found). |