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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
8.9 KiB
8.9 KiB
Unreal Engine 5.7 — Networking Module Reference
Last verified: 2026-02-13 Knowledge Gap: UE 5.7 networking improvements
Overview
UE 5.7 networking:
- Client-Server Architecture: Server-authoritative (RECOMMENDED)
- Replication: Automatic state synchronization
- RPCs (Remote Procedure Calls): Call functions across network
- Relevancy: Optimize bandwidth by only replicating relevant actors
Basic Multiplayer Setup
Enable Replication on Actor
UCLASS()
class AMyActor : public AActor {
GENERATED_BODY()
public:
AMyActor() {
// ✅ Enable replication
bReplicates = true;
bAlwaysRelevant = true; // Always replicate to all clients
}
};
Network Role Checks
// Check role
if (HasAuthority()) {
// Running on server
}
if (GetLocalRole() == ROLE_AutonomousProxy) {
// This is the owning client (local player)
}
if (GetRemoteRole() == ROLE_SimulatedProxy) {
// This is a remote client (other players)
}
Replicated Variables
Basic Replication
UPROPERTY(Replicated)
int32 Health;
UPROPERTY(Replicated)
FVector Position;
// ✅ Implement GetLifetimeReplicatedProps
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyActor, Health);
DOREPLIFETIME(AMyActor, Position);
}
Conditional Replication
// Only replicate to owner
DOREPLIFETIME_CONDITION(AMyCharacter, Ammo, COND_OwnerOnly);
// Skip owner (replicate to everyone else)
DOREPLIFETIME_CONDITION(AMyCharacter, TeamID, COND_SkipOwner);
// Only when changed
DOREPLIFETIME_CONDITION(AMyCharacter, Score, COND_InitialOnly);
RepNotify (Callback on Replication)
UPROPERTY(ReplicatedUsing=OnRep_Health)
int32 Health;
UFUNCTION()
void OnRep_Health() {
// Called on clients when Health changes
UpdateHealthUI();
}
// Implement GetLifetimeReplicatedProps (same as above)
RPCs (Remote Procedure Calls)
Server RPC (Client → Server)
// Client calls, server executes. WithValidation declares Server_TakeDamage_Validate.
UFUNCTION(Server, Reliable, WithValidation)
void Server_TakeDamage(int32 Damage);
void AMyCharacter::Server_TakeDamage_Implementation(int32 Damage) {
// Runs on server only
Health -= Damage;
if (Health <= 0) {
Server_Die();
}
}
bool AMyCharacter::Server_TakeDamage_Validate(int32 Damage) {
// Validate input (anti-cheat)
return Damage >= 0 && Damage <= 100;
}
Client RPC (Server → Client)
// Server calls, client executes
UFUNCTION(Client, Reliable)
void Client_ShowDeathScreen();
void AMyCharacter::Client_ShowDeathScreen_Implementation() {
// Runs on client only
ShowDeathUI();
}
Multicast RPC (Server → All Clients)
// Server calls, all clients execute
UFUNCTION(NetMulticast, Reliable)
void Multicast_PlayExplosion(FVector Location);
void AMyActor::Multicast_PlayExplosion_Implementation(FVector Location) {
// Runs on server and all clients
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, Location);
}
RPC Reliability
// Reliable: Guaranteed delivery (important events)
UFUNCTION(Server, Reliable)
void Server_FireWeapon();
// Unreliable: Best-effort delivery (frequent updates, position sync)
UFUNCTION(Server, Unreliable)
void Server_UpdateAim(FRotator AimRotation);
Server-Authoritative Pattern (RECOMMENDED)
Movement Example
class AMyCharacter : public ACharacter {
UPROPERTY(Replicated)
FVector ServerPosition;
void Tick(float DeltaTime) override {
Super::Tick(DeltaTime);
if (GetLocalRole() == ROLE_AutonomousProxy) {
// Client: Send input to server
FVector Input = GetMovementInput();
Server_Move(Input);
// Client-side prediction (move locally)
AddMovementInput(Input);
}
if (HasAuthority()) {
// Server: Authoritative position
ServerPosition = GetActorLocation();
} else {
// Client: Interpolate toward server position
FVector NewPos = FMath::VInterpTo(GetActorLocation(), ServerPosition, DeltaTime, 5.0f);
SetActorLocation(NewPos);
}
}
UFUNCTION(Server, Unreliable)
void Server_Move(FVector Input);
void Server_Move_Implementation(FVector Input) {
// Server validates and applies movement
AddMovementInput(Input);
}
};
Network Relevancy (Bandwidth Optimization)
Custom Relevancy
bool AMyActor::IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const {
// Only replicate if within range
float Distance = FVector::Dist(SrcLocation, GetActorLocation());
return Distance < 5000.0f;
}
Always Relevant Actors
AMyActor() {
bAlwaysRelevant = true; // Replicate to all clients (e.g., GameState, PlayerController)
bOnlyRelevantToOwner = true; // Only replicate to owner (e.g., PlayerController)
}
Ownership
Set Owner
// Assign owner (important for RPCs and relevancy)
MyActor->SetOwner(OwningPlayerController);
Check Owner
if (GetOwner() == PlayerController) {
// This actor is owned by this player
}
Game Mode & Game State
Game Mode (Server Only)
UCLASS()
class AMyGameMode : public AGameMode {
GENERATED_BODY()
public:
// Game mode only exists on server
// Use for server-side logic (spawning, scoring, rules)
};
Game State (Replicated to All Clients)
UCLASS()
class AMyGameState : public AGameState {
GENERATED_BODY()
public:
// ✅ Replicate game state to all clients
UPROPERTY(Replicated)
int32 RedTeamScore;
UPROPERTY(Replicated)
int32 BlueTeamScore;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyGameState, RedTeamScore);
DOREPLIFETIME(AMyGameState, BlueTeamScore);
}
};
Player Controller & Player State
Player Controller (One per Player)
UCLASS()
class AMyPlayerController : public APlayerController {
GENERATED_BODY()
public:
// Exists on server and owning client
// Use for player-specific logic, input handling
};
Player State (Replicated Player Info)
UCLASS()
class AMyPlayerState : public APlayerState {
GENERATED_BODY()
public:
UPROPERTY(Replicated)
int32 Kills;
UPROPERTY(Replicated)
int32 Deaths;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyPlayerState, Kills);
DOREPLIFETIME(AMyPlayerState, Deaths);
}
};
Sessions & Matchmaking
Create Session
#include "OnlineSubsystem.h"
#include "OnlineSessionSettings.h"
void CreateSession() {
IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
TSharedPtr<FOnlineSessionSettings> SessionSettings = MakeShareable(new FOnlineSessionSettings());
SessionSettings->bIsLANMatch = false;
SessionSettings->NumPublicConnections = 4;
SessionSettings->bShouldAdvertise = true;
Sessions->CreateSession(0, FName("MySession"), *SessionSettings);
}
Find Sessions
void FindSessions() {
IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
TSharedRef<FOnlineSessionSearch> SearchSettings = MakeShareable(new FOnlineSessionSearch());
SearchSettings->bIsLanQuery = false;
SearchSettings->MaxSearchResults = 20;
Sessions->FindSessions(0, SearchSettings);
}
Performance Tips
Reduce Bandwidth
// Use unreliable RPCs for frequent updates
UFUNCTION(Server, Unreliable)
void Server_UpdatePosition(FVector Pos);
// Conditional replication (only replicate to relevant clients)
DOREPLIFETIME_CONDITION(AMyActor, Health, COND_OwnerOnly);
// Limit replication frequency
SetReplicationFrequency(10.0f); // Update 10 times per second (default 100)
Debugging
Network Debugging
// Console commands:
// stat net - Show network stats
// stat netplayerupdate - Show player update stats
// NetEmulation PktLoss=10 - Simulate 10% packet loss
// NetEmulation PktLag=100 - Simulate 100ms latency
// Draw debug for replication:
UE_LOG(LogNet, Warning, TEXT("Replicating Health: %d"), Health);