Networking Basics (Blueprint) โ
๐ Networking Documentation & Resources โ
Core Networking Concepts: โ
- ๐ Networking and Multiplayer - Complete networking overview
- ๐ Blueprint Networking - Blueprint-specific multiplayer patterns
- ๐ Replication - Variable and component replication
- ๐ RPCs (Remote Procedure Calls) - Server, client, and multicast functions
Advanced Networking: โ
- ๐ Network Authority - Authority patterns and validation
- ๐ Network Performance - Bandwidth and optimization
- ๐ Dedicated Servers - Server deployment guide
Multiplayer Video Tutorials: โ
- ๐ฅ Advanced RPC Patterns - Complex multiplayer interactions
- ๐ฅ Client Prediction - Lag compensation techniques
- ๐ฅ Network Profiling - Multiplayer performance analysis
๐ Multiplayer Architecture โ
What/Why: Build multiplayer-ready Blueprints with clear authority, replication, and RPCs.
Prereqs
- Understand listen vs dedicated server; PIE with multiple clients
Steps
- Authority
- Use
Has Authorityto guard server logic; clients request via Server RPCs
- Replication
- Mark relevant variables and components replicated; implement OnRep handlers
- RPC patterns
- Server_, Multicast_, Client_*; throttle and batch updates
- Movement and input
- Use built-in movement replication; avoid custom per-tick RPCs
Data
- Replicate IDs and small payloads; resolve data client-side
Performance
- Compress where possible; avoid chatty RPCs; profile packet sizes
Testing
- PIE with 2+ clients; validate authority, replication, and latency behavior
Suggested prompts โ
- โShow a Server RPC from owning client to pick up an item, and a Multicast to play FX.โ
- โConvert per-tick updates to batched events with replication.โ
- โChecklist for common replication pitfalls in Blueprints.โ
Prompts for this example
- โWrite OnRep logic to update equipped mesh when
EquippedItemIdchanges.โ