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:
Then per-actor:
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
NetDriversubclasses need updates. - Replication Graph integration is the recommended scaling layer on top of Iris.