Unreal Engine 4 - Multiplayer Game Rules

 


Some of my tips if you want to make a multiplayer game using Unreal Engine 4. Based on my research and experience.

  1. Replicated events will not work on game mode blueprint. We can store on player controller, player character or even level blueprint. For example, Player HUD widget creation, custom events & etc. Avoid using gamemode for replication purposes.

  2. On begin play. don't foget to add a is valid node to any nodes if applicable to prevent runtime blueprint errors

  3. Get player character & get player controller only works on server and not clients.

  4. Character type. we have to use character blueprint instead of pawn blueprint.

  5. For something like Spawn Emitter, it will only runs on client localy tho, to make it visible to others as well, you need to create a new custom event and set it to Multicast Replication. it will executes on all even if it's locally.

  6. Only check reliable if the event is kinda important and will not affected on connection issue e.g character movement or shooting a projectile.

  7. "Switch has authority" only check if it was client or server. use this node only if


This is the Unreal Engine 4 Network Compendium created by Cedric 'eXi' Neukrichen that I'm still learning on

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