Skip to content

Networking

UE's networking stack is client-server, server-authoritative. The server runs the truth; clients receive replicated state and request actions via RPCs.

Pages

Hosting modes

Mode Server Client
Standalone Same as client
Listen Server One client also hosts Other clients connect
Dedicated Server Headless, no rendering All clients connect

For shipping multiplayer at scale, use Dedicated Server.

Replication overview

  • Actor must replicate (bReplicates = true).
  • Properties are replicated by marking UPROPERTY(Replicated) and overriding GetLifetimeReplicatedProps.
  • RPCs (Server / Client / NetMulticast) carry one-shot events.

See Replication and RPC for details.

Relevancy

Actors only replicate to clients that need them. IsNetRelevantFor() controls visibility. Replication Graph + Push Model + Iris push relevancy + replication scalability further.

Online subsystems

OSS Use
Steam Steam matchmaking, P2P relay
EOS Epic Online Services — cross-platform
Null Local dev / LAN
PSN / Xbox Live / Switch Console platform services

Configure in DefaultEngine.ini:

[OnlineSubsystem]
DefaultPlatformService=Steam

CVars

CVar Effect
net.PackageMap.LongLoadThreshhold 0.02 Warn on long package loads
net.UseAdaptiveNetUpdateFrequency 1 Throttle relevant actor updates
net.IrisEnabled 1 Toggle Iris
p.NetEnableMoveCombining 1 Combine character moves before send