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Iris

Iris is UE 5.x's new replication system, designed to replace the original UNetDriver plumbing for high-scale multiplayer. Optional, must be opted into per project.

Status (UE 5.7)

  • Production: Yes, Epic uses it for Fortnite
  • Default for new projects: No — old system still ships
  • API stability: Improving, still some moving pieces

What it changes

Feature Old Iris
Property replication path Per-property check each tick Push Model first-class
Subobject replication Manual First-class via IrisObjectReplicationBridge
Relevancy Per-actor IsRelevant Replication Graph + Iris filter chains
Dirty tracking Per-property compare Dirty-bit driven
Bandwidth OK Significantly lower
Authoring UPROPERTY + DOREPLIFETIME UPROPERTY + Push Model

Enable

DefaultEngine.ini:

[/Script/IrisCore.ReplicationSystem]
bIsEnabled=true

Then per-actor:

AMyActor::AMyActor()
{
    bReplicates = true;
    bReplicateUsingRegisteredSubObjectList = true;
}

When to use

  • Yes: 10k+ replicated actors, MMO-scale, large-world multiplayer
  • Maybe: 100–10k actors, want best bandwidth
  • No: Small multiplayer, simple twitch games — original system is fine

Migration considerations

  • Auto-detected for most projects, but custom NetDriver subclasses need updates.
  • Replication Graph integration is the recommended scaling layer on top of Iris.

See also