For this example, we are using the Blueprint Third Person Template with Starter Content.
The steps below illustrate how to set an Actor to Replicate, and the difference between a Replicated Actor and a Non-Replicated Actor.
Inside the Game/StarterContent/Blueprints folder, Right-click on the Blueprint_Effect_Fire and choose Duplicate.
Repeat the previous step to create a second duplicated copy of the Blueprint.
Re-name one of the copies to Fire_NoReplicate and the other to Fire_Replicate.
Open the Fire_NoReplicate Blueprint and click the button, then in the Details Panel, un-check Net Load on Client.
With this option un-checked, the Actor will not be automatically loaded on the client when the map is loaded. Since Replicates is also not checked, the Actor will not appear on the client's machine at all even if it were spawned in.
Compile and Save, then close the Blueprint and open the Fire_Replicate Blueprint.
Click the button to open the Blueprint Defaults in the Details Panel, then check the Replicates checkbox.
By checking Replicates, we are saying that this Actor can be replicated on client machines. With Net Load on Client also checked, the Actor is automatically loaded when the map loads and is displayed on client's machines. Where Replicates comes into play is, say you wanted to spawn in this Actor during gameplay at some point instead of on map load, you would need Replicates enabled to say that when the Actor is spawned, go ahead and spawn a replicated copy on client machines.
Compile and Save then close the Blueprint.
From the Content Browser, drag-and-drop the Fire_NoReplicate Blueprint in your level.
From the Content Browser, drag-and-drop the Fire_Replicate Blueprint in your level.
Click the down-arrow next to the Play Button and change the Number of Players option to 2.
Click the Play Button to play in the editor.
When you play in the editor and a new client window is opened, you should notice that the Fire_NoReplicate Blueprint is displayed on the server and not shown on the client. The Fire_Replicate Blueprint however is shown on both the client and the server as depicted above.