Multiplayer Project Setup
By multiplayer project I mean using the Listen Server or Dedicated Server network modes of Unreal Engine.
Mandatory configuration
Globally
Set
bUseNetworking
to true in the Project Settings.
For types
Use the correct multiplayer Prefab Reference Component class (Net Prefab Reference Component).
Use the correct multiplayer Prefab Source Component class (Net Prefab Source Component).
Use the correct multiplayer Prefab Properties Object class (Net Prefab Properties Object).
More on Prefab Source Component
Be sure that your Net PSC (and the owning actor) is set to replicate.
For optimization purposes the default
NetDormancy
of the owning actor will be set toDORM_Initial
(you can change that in the Project Settings, seebOverrideNetDormancyForOwningActor
andOverrideNetDormancyValue
).
Optional configuration
I highly recommend adding the following cvars in your DefaultYourProjectName.ini
file (located in YourProjectFolder/Config
). To do so, simply add a new line with [ConsoleVariables]
then add a new line for each of these.
Example:
[ConsoleVariables]
net.AllowAsyncLoading=1
net.DelayUnmappedRPCs=1
net.AllowsAsyncLoading
1
Allow async loading of unloaded assets referenced in packets. If false the client will hitch and immediately load the asset, if true the packet will be delayed while the asset is async loaded. net.DelayUnmappedRPCs can be enabled to delay RPCs relying on async loading assets.
net.DelayUnmappedRPCs
1
If true delay received RPCs with unmapped object references until they are received or loaded, if false RPCs will execute immediately with null parameters. This can be used with net.AllowAsyncLoading to avoid null asset parameters during async loads.
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