Documentation category

Multiplayer

Multiplayer is where the project stops being only a local gameplay prototype and starts becoming a shared experience. This category covers the Online Multiplayer Framework, replication helpers, chat, console commands, emotes, guilds, parties, markers, and the systems that help players connect, communicate, organize, and play together.

What This Enables

  • Host and join flows, lobbies, game sessions, playlists, Steam/EOS integration paths, and local network testing.
  • Replicated gameplay helpers that reduce the amount of custom networking glue needed for common actions.
  • Player communication and social systems such as chat, emotes, guilds, parties, pings, markers, and command tools.
  • A base for survival games, co-op games, arena games, social worlds, and server-driven multiplayer projects.

Working Advice

  • Decide what you are testing: local Unreal networking, LAN, Steam, EOS, packaged clients, or dedicated servers. They are not the same test.
  • Keep platform setup separate from gameplay rules. Multiplayer gets much easier when session flow, replication, and game logic each have a clear owner.
  • Start with two clients doing one simple thing correctly. Then scale into the bigger dream.