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Networking Basics (Blueprint) โ€‹

๐Ÿ“š Networking Documentation & Resources โ€‹

Core Networking Concepts: โ€‹

Advanced Networking: โ€‹

Multiplayer Video Tutorials: โ€‹


๐ŸŒ 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

  1. Authority
  • Use Has Authority to guard server logic; clients request via Server RPCs
  1. Replication
  • Mark relevant variables and components replicated; implement OnRep handlers
  1. RPC patterns
  • Server_, Multicast_, Client_*; throttle and batch updates
  1. 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€‹

  • โ€œShow a Server RPC from owning client to pick up an item, and a Multicast to play FX.โ€
  • โ€œConvert per-tick updates to batched events with replication.โ€
  • โ€œChecklist for common replication pitfalls in Blueprints.โ€

Prompts for this example

  • โ€œWrite OnRep logic to update equipped mesh when EquippedItemId changes.โ€

๐ŸŒ Networking & Multiplayer

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