networking
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.