Network model & authority
Every networking bug in Unreal traces back to one question: which machine actually owns this piece of
Actor & property replication
Getting an actor to exist on every client, and getting its properties to match the server's values, are
Remote procedure calls
Replicated properties are good at "this value changed and stays changed." They're the wrong tool for
Relevancy & Replication Graph
The default replication path re-evaluates, for every connection, whether every replicated actor is still
Movement replication & prediction
If a networked character waited for a server round-trip before every step responded on screen, the game
Dedicated servers & Online Subsystem
Replication and RPCs describe how actors talk to each other once a game session exists. Dedicated
Designing for later multiplayer
Most projects start single-player, or single-player-first with multiplayer as a maybe-someday. That's a