Unreal Engine Unreal Engine Networking & Multiplayer 1 — Questions and Answers
Question 1: What is the default networking architecture used in Unreal Engine multiplayer games?
- Peer-to-Peer
- Client-Server (Correct answer)
- Distributed Mesh
- Broadcast Network
Correct answer: Client-Server
Unreal Engine uses a Client-Server model where the server is authoritative and clients send input while receiving replicated state.
Question 2: Which AActor property must be set to true in Unreal Engine to enable replication for that actor?
- bIsReplicated
- bNetworkActor
- bReplicates (Correct answer)
- bSyncToClients
Correct answer: bReplicates
Setting bReplicates = true on an AActor tells Unreal Engine to synchronize that actor's replicated properties and RPCs across the network.
Question 3: What does RPC stand for in Unreal Engine networking?
- Remote Procedure Call (Correct answer)
- Replicated Property Channel
- Remote Player Controller
- Replicated Physics Component
Correct answer: Remote Procedure Call
RPC stands for Remote Procedure Call, which allows functions to be executed on a remote machine (server or client) over the network.
Question 4: Which RPC type in Unreal Engine is guaranteed to execute on the server, regardless of which machine calls it?
- Client RPC
- NetMulticast RPC
- Server RPC (Correct answer)
- Reliable RPC
Correct answer: Server RPC
A Server RPC (marked with the Server specifier) always runs on the server, making it ideal for sending player input or requests to the authoritative machine.
Question 5: In Unreal Engine multiplayer, where does the GameMode exist?
- On all clients and the server
- Only on the server (Correct answer)
- Only on the owning client
- On the listen server host only
Correct answer: Only on the server
GameMode only exists on the server because it governs authoritative game rules; clients access game state through GameState instead.
Question 6: What is 'Net Relevancy' in Unreal Engine?
- The latency measurement between client and server
- A filter determining which actors are replicated to which clients (Correct answer)
- The priority order for loading networked assets
- The maximum player count for a session
Correct answer: A filter determining which actors are replicated to which clients
Net Relevancy is a per-actor filter that allows the engine to skip replicating actors to clients that are too far away or otherwise irrelevant, reducing bandwidth.
Question 7: Which Unreal Engine class handles player-specific connection state, input, and exists only on the server and the owning client?
- PlayerState
- GameMode
- PlayerController (Correct answer)
- Pawn
Correct answer: PlayerController
PlayerController manages player input and connection and is instantiated on the server and the owning client, unlike PlayerState which is replicated to all clients.
What is the default networking architecture used in Unreal Engine multiplayer games?