Networking in Unreal Engine
Eugen Ponomarenko
Game Designer
- When:
- 15.07.2022, 15:30–16:30
- Hall:
- Red Sea Hall (game Design)
Attendees will get an overview of the Unreal Engine networking framework and the basics of client-server communication. What can go wrong and why.
What the talk is about
Eugen Ponomarenko walks game designers and technical designers through the basics of Unreal Engine's networking framework and client-server interaction, using a dedicated server setup. The core rule: data flows from the server to clients, and gameplay actions should ideally happen only on the server, otherwise cheating becomes a problem. He covers where GameMode, GameState, PlayerState, PlayerController and Pawn exist, how variable replication works (including notify variants), and the event types: run on server, run on owning client and multicast. He also highlights a common trap with Net Cull Distance: an object outside the radius does not exist for the client, so a loot box or a teammate's health bar can show stale state. He suggests a manager for interactive objects and heavy testing of network logic. Useful for anyone prototyping multiplayer in Unreal Engine.