Unreal Engine multiplayer development

Many multiplayer problems we see come from a few actor classes replicating too much, too often. We find them in a recorded session, start with the cheapest fix and measure every change.

ExamplePart of a replication planThis is the kind of table an audit produces. The values are illustrative; yours come from your own captures.
ActorRelevancyUpdate rateApproach
Player characterOwner always, others by distanceFull rate; lower priority at rangeCharacter movement prediction; stats via push model
ProjectileBy distanceSpawn and impact onlyCosmetic copy fired locally; the server spawns the real one and decides hits
Loot pickupBy distanceDormant until changedInitial dormancy, flushed on pickup
Door or switchBy distanceDormantPush-model state; dormancy flushed on each change
In practice

What a network audit involves

We record one representative session, ideally a real playtest, with Unreal Insights on the server and on two clients. From those captures we list every actor class by the bandwidth and server time it costs.

In most projects a few classes account for most of the traffic: characters, projectiles and often something nobody expected, such as an actor with a replicated property that changes every frame. The fix plan ranks those classes and starts with the cheapest change: a lower update rate, dormancy, push-model properties or moving cosmetic effects to the client.

Each change is measured against the same scripted test scenario, so you see its effect in numbers. Latency and packet loss are simulated with the engine's network emulation before anything goes to a public playtest.

Multiplayer work we do

Replication architecture

Ownership, relevancy, update frequency, dormancy and push-model replication planned per actor type, with Replication Graph or Iris where they suit the project.

Movement and ability prediction

Character movement, custom movement modes and GAS prediction tuned for real network conditions.

Dedicated servers

Server target configuration, automated server builds and deployment, and help choosing where to host.

Online services

Sessions, lobbies, friends and achievements with Epic Online Services or Steamworks, plus matchmaking.

Backend

Accounts, progression, inventories and the APIs a live game calls, built in JavaScript with data stored outside the game server.

Network profiling

Unreal Insights captures, including Networking Insights, that show what costs bandwidth and server CPU time.

Problems we are asked to fix

01

Players rubber-band.

Movement and abilities feel fine locally and fall apart with real latency.

Prediction and correction that hold up under lag
02

Bandwidth is too high.

Actors replicate more often, and to more clients, than the game needs.

Measured replication budgets per actor
03

Multiplayer was added late.

The game was built single-player, and now everything assumes one local player.

A plan to retrofit networking safely
04

Server costs keep growing.

Each match needs more server CPU than planned, so hosting costs rise with every player.

Server tick profiled and budgeted

Your multiplayer team

See the whole team.

Yura

Multiplayer & Online Engineer

Leads the network audit, the replication changes and the online services.

  • Replication
  • Dedicated servers
  • EOS
  • Steamworks

Frank

Backend & Web Engineer

Builds the backend services and APIs the game calls: accounts, progression and inventories.

  • JavaScript
  • Node.js
  • REST APIs
  • Web apps
FOUNDER

David

Founder & Lead Developer

Reviews gameplay code that has to change for prediction.

  • Technical direction
  • UE5 C++
  • GAS
  • Engine modules

Jordan

QA & Test Automation Engineer

Runs the latency and load tests before each playtest.

  • Test plans
  • Gauntlet
  • Regression
  • Soak tests
  • Bug triage

Unreal multiplayer FAQ

Can you add multiplayer to a single-player game?

Often, yes, but it is rarely cheap. We start with an audit that tells you what has to change and roughly how much work it is.

Do you work with EOS and Steam?

Yes. We integrate sessions, lobbies and accounts with Epic Online Services or Steamworks, and can support both in one game.

Do you host the servers?

We set up and automate dedicated server builds and deployment on the hosting you choose. The hosting contract stays with you.

Start a project

Tell us about the project

Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

Add project details (optional)