ABSTRACT

Modern multiplayer experiences necessitate the synchronization of massive volumes of data among a vast number of clients located all over the world. The Replication system provides a high-level abstraction and low-level customization to make it simpler to cope with the many circumstances that may arise while developing a project for several concurrent users. During a multiplayer session, game state information is transmitted between numerous machines over an Internet connection rather than stored alone on a single computer. Refactoring an existing codebase without networking, on the other hand, will necessitate combing through the whole project and reprogramming practically every gameplay function. Unreal Engine employs a client-server approach in multiplayer network games. The parts that follow go through the ideas that drive network gaming in Unreal Engine. The server then distributes game state information to each connected client and allows them to speak with one another.