Afaik there is no “replicate everything” button. Also for FPS there is no basic replicated stuff. UE4 is not UDK after all
and is more focused on supporting multiple genres instead of focusing FPS.
Things that need replication are kinda easy to list for Games that use Dedicated Server which are NOT in reach (Your own Server farm):
Everything that the Client should not be able to access by himself.
I list what the Client could do if you don’t replicate the stuff and let the server check it:
- Health (1000000 HP)
- Ammo (Infinity Ammo)
- Shooting a Weapon (Rapid fire)
- Line Tracing for an actual “Damage” hit location (Only Headshots
- Dealing Damage (Dealing 10000000 damage each shot)
- Moving himself (Teleporting | Speedhack)
- Inventory (Giving himself items)
- Money (Giving himself money)
- Booleans that control if the player is allowed to sprint/crouch/etc (Weird sprint crouching?!)
- etc.
You always need to think that a Client might cheat. A good example on how to not do this is “The Division”.
They have a Trusted Client setup, where they don’t check if the Client is allowed to fire the weapon again.
So you can just create a small script to rapidly spam the mouse input.
For Games that use Dedicated Servers that players can actually host themselves (similar to Counter Strike etc).
You still want to do the same as above, since, maybe, you don’t want the Clients to easily cheat. Even though the
Server hosting Player itself could cheat, but if he does, his Server won’t be visited anyway.
For Listen Servers, i would say you only need to replicate what other Players need to see. For example Health or the crouching effect.
You can still replicate all the stuff that i listed and pretend the Listen Server Client will NOT cheat, but in fact, he could, since he’s the Server
after all.
I, for myself, always act like people would cheat. People would join the Listen Server (who wants to play normally and in peace) and start
ruining his game by cheating. So I always check that all the stuff that a player could abuse and cheat will be replicated.