---
title: Replicate an interaction
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/workflows/replicate-an-interaction.html
---

# Replicate an interaction

By the end of this your interaction will behave correctly for every player in a session.

## Steps

1. Confirm `AFPNetDriver` is the active net driver — see [Installation](../start/installation.html).
2. Add a `BPC_Replication_Actor` component to any actor whose transform must be shared.
3. For a component rather than the whole actor, use `BPC_Replication_Component` and set its **Component Tag**.
4. If your own component needs to call a server RPC, implement `IOutsidePawnRPCInterface` on it.
5. Tune **Tolerance** and the two tick intervals for the object's movement profile.

[![Two clients side by side, both seeing the carried object](../images/AFM_Replication_result-1600.webp?v=07381f74)](../images/AFM_Replication_result-1600.webp?v=07381f74)

Two clients side by side, both seeing the carried object

## Notes

Multiplayer

State components (`BPC_State_*`) and `BPC_Interaction_Select` already implement the RPC marker interface, so selecting and changing state replicate without extra work.

Performance

The default 0.06 s moving and 0.5 s resting intervals suit hand-held props. Raise the resting interval for objects that rarely move; lower the moving interval only for fast objects where lag is visible.
