Iris Introduction / Migrate to Iris / Iris Components
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/introduction-to-iris-in-unreal-engine?application_version=5.8 ; https://dev.epicgames.com/documentation/en-us/unreal-engine/migrate-to-iris-in-unreal-engine?application_version=5.8 version: Unreal Engine 5.8 Documentation (curl) fetched: 2026-10-11
Excerpts
- Learn to use this Experimental feature, but use caution when shipping with it.
- Improving efficiency by sharing workloads for multiple objects and connections. Iris does this by keeping a full copy of all replicated state data in a quantized form ... makes it possible to share work between connections, making it straightforward to do more work in parallel.
- Tracks state of replicated actors per-connection. Filters what actors are replicated to which connections. Prioritizes the order of replication.
- Replication protocols are per object type and shared between all instances of the same type.
- Migrate table: Dormancy, Priority -> Changed in Iris (Iris Prioritization); Relevancy -> Iris Filtering; Subobject Replication -> Iris requires you enable the registered subobject list. RPC declaration and execution in Iris works as it does in the generic replication system and replication graph.
- Push Model: Iris aims to be fully push-based. It is possible to use Iris without push model replication. If push model replication is not enabled for a particular object, Iris automatically falls back on polling the object based on its NetUpdateFrequency.
- Differences Specific to Replication Graph: Iris does not support replication graph. Iris and Replication Graph are separate systems, and the network driver can only use one or the other. Iris does not have a concept of a node in the same sense of replication graph to control when and where actors are replicated. Instead, the new network object filters and prioritizers are intended as a replacement for replication graph's functionality.