Networking and Multiplayer

Setting up networked games for multiplayer.

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Windows

macOS

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Modern multiplayer experiences require synchronizing vast amounts of data between large numbers of clients spread around the world. What data you send and how you send it is extremely important to providing a compelling experience to users since it can drastically affect how your project performs and feels. In Unreal Engine, Replication is the name for the process of synchronizing data and procedure calls between clients and servers. The Replication system provides a higher-level abstraction along with low-level customization to make it easier to deal with all the various situations you might encounter when creating a project designed for multiple simultaneous users.

Basics

Managing Sessions

Network Multiplayer Programming

Deploying Multiplayer Games

Debugging and Optimization

This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.0 release.