Configuring a multiplayer server

Hello I am new to Unreal Engine and before I jump in I want to make sure it has the capabilities I need. Anyways I have been looking into how multiplayer servers are made in Unreal and it seems like there is a built in framework for that. I am wondering which packet protocol is used and if I can configure the server along with the outgoing packets on both the server and the client. I have spent spent a good amount of time making server side anti cheats and if I were to make my own game I rather prevent basically all hackers by actually implementing proper detection / prevention. Is this something they can be done easily or is at least possible in Unreal?

You can add Validation on Server RPC’s. If the Validation fails the Client will be kicked right away.
You can also implement Easy Anti-cheat.

There are a couple projects you can take apart and look at for ideas
The VR expansion plugin has full multiplayer and a dedicated server function
I suggest you download and try the example template

there is also one called VRMP 2 by inchoate elk
it has an auto server where first player creates server and then others join, but he does have a git for a dedicated server

and then there is the Lyra starter game in UE5 and the “shooter game” in ue4

That’s good but easy anti cheat is simply not good enough. For it to be effective it needs to be at the kernel level. From my understanding this is possible with easy but it’s extremely expensive. The best way to make an ac is to bake it into the server since you can prevent all types of spoofing, wall hacking, vastly reduce the effectiveness of aim bot, remove timer cheats along with all movement style cheats. This can all be done before you even need to run software on peoples pc’s to detect memory address manipulation. So many games that use easy have all or some of the issues above and if you can’t modify the client net code or the server net code I would understand why.