Custom network protocol

i’m using my own protocol to connect to auth/balancing server with auth/compression/encryption code. this auth server also handles chat/world selection and other social servides. and it acts as proxy, forwarding only world related packets from validated clients to world instances( dedicated server processes, not accessible from outside). i really want to reuse what is possible from existing UE4 network features and editor integration (interpolation/replication etc), fully encapsulating packets, and make this transparent for UE4 at dedicated servers and client.
what’s the best way to override core network transport layer without changing engine sources? is it possible?
i.e. make some kind of wrapper to UE4 multiplayer network functions so i could inject packets to network (sub)system?

good question.

I want to know this too.

This isn’t an answer, you should recreate this as a comment on the original question.