Unreal Engine Multiplayer: Network Architecture, Authority and Replication Explained with Examples

Опубликовано: 17 Апрель 2026
на канале: Aida Drogan #BlondieCode
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In this video we take a detailed look at the basics of network architecture in Unreal Engine 5 (UE5).
Text version of the tutorial and source files: https://github.com/droganaida/UE5-Mul...
Mouse fix for network mode in UE5.6:    • Почему не работает мышь в сетевом режиме U...  

00:00 - Introduction
00:22 - Creating the project and fixing the Third Person Template bug
00:40 - How to run UE5 game in network mode (Listen Server and Client)
00:56 - Network modes in UE: Standalone, Dedicated Server, Listen Server
02:30 - How to run UE5 game in Dedicated Server mode
03:51 - Client vs Server: the concept of Authority
04:18 - Network modes explained through “Dungeons & Dragons”
05:15 - Pawn and PlayerController: character control
05:58 - Replication of character movement: Autonomous and Simulated Proxy
06:19 - Object states in the replicated network (roles)
07:09 - UE checks for calling events on the server
07:50 - How replication of movement and animations works in Unreal Engine
08:39 - Replication of actors in the scene
10:10 - How to make an actor visible to all players in the network
10:48 - Physics replication: example with a ball
11:49 - HP bar replication: CurrentHP and MaxHP
12:55 - Replicated variables in Unreal Engine
13:24 - RPC: Run On Server, Multicast, Run On Owning Client
14:13 - What are Reliable and Unreliable calls
16:10 - Using RepNotify and Event Dispatcher to update UI
16:48 - How to create an Event Dispatcher with inputs
18:22 - Main classes of a networked game: GameMode, GameState, PlayerState, PlayerController, Pawn
20:31 - What is not replicated: animations, particles, sounds, HUD
21:05 - Conclusion

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