Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'COND_OwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARK_PROPERTY_DIRTY_FROM_NAME', 'net dormancy', 'replication graph', 'dedicated server' or 'listen server'. For GAS prediction and attribute replication, see ue-gameplay-abilities; for movement replication and CMC prediction, see ue-character-movement.