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networking

AI & gameplay Experimental

Configure Blueprint replication, RPC functions, actor relevance, network roles, prediction, and network settings.

What it’s for

Multiplayer replication authoring on Blueprints. Your assistant marks properties replicated (networking.set_property_replicated, with conditions via networking.set_replication_condition), creates Server, Client, and NetMulticast RPC functions (networking.create_rpc_function), and configures the long tail that usually means digging through class defaults: dormancy, relevance, priority, cull distance, update frequency, push model, and movement prediction.

There are also live checks for the running session, such as networking.check_has_authority and networking.check_is_locally_controlled, and a networking.get_networking_info readback so the assistant works from the actual replication state of an actor rather than guessing. For hosting and joining test sessions, see session.

Examples

Replicate a property

Flag the variable on the Blueprint; the change lands in class defaults.

You: Health on BP_Turret needs to replicate.

  call("networking.set_property_replicated",
       {blueprintPath:"/Game/Blueprints/BP_Turret", propertyName:"Health"})
    → {ok:true}

Done. Health is now replicated on BP_Turret.

Create a Server RPC with parameters

The function is created with its net flags and input pins in one call.

You: Add a reliable server RPC to fire the turret at a target.

  call("networking.create_rpc_function",
       {blueprintPath:"/Game/Blueprints/BP_Turret", functionName:"ServerFire",
        rpcType:"Server", reliable:true, inputs:[{name:"Target", type:"object"}]})
    → {ok:true}

Done. ServerFire created as a reliable Server RPC with a Target input.

Check authority before acting

Ask the running world instead of assuming which side you are on.

You: Are we the authority on Turret_1 right now?

  call("networking.check_has_authority", {actorName:"Turret_1"})
    → {hasAuthority:true}

Done. This instance has authority over Turret_1.

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