# How can one improve the multiplayer workflow?

**URL:** <https://forums.unrealengine.com/t/how-can-one-improve-the-multiplayer-workflow/481943>\
**Category:** Multiplayer & Networking\
**Tags:** Replication, client-replication, unreal-engine, Multiplayer, question\
**Created:** [April 14, 2021, 9:49pm UTC](https://forums.unrealengine.com/t/how-can-one-improve-the-multiplayer-workflow/481943 "2021-04-14T21:49:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![S\_PHIR\_H](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@S\_PHIR\_H](https://forums.unrealengine.com/u/S_PHIR_H)\
**Post date:** [April 14, 2021, 9:49pm UTC](https://forums.unrealengine.com/t/how-can-one-improve-the-multiplayer-workflow/481943/1 "2021-04-14T21:49:49Z")

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Hello everyone,

Replication options for blueprints are not too great. You have very limited controls, regarding client side replication, buffering of actions etc…

![335918-unitynetwork.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/8/1/a81517d372a283a2fd382e53daa7d86d2d0122c0.png)

This is from a plugin from unity, and it provides most of the actions needed for multiplayer replication.  
With a little bit of effort you can create the same behaviour in unreal using the event replication.  
But this is very tedious sometimes. When you want the client to execute a specific operation, for example scoping, and make that visible on every client, you would need the following setup.

 ![335924-unrealnetwork.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/4/f8413c48ccbd7644a3840633a7fd36607f9605f3.png)

You can shorten that a little bit, the following example will result in the same behaviour

![335925-unrealnetwork2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/b/9/ab93db40ba581efd3d51858018bf03ce23a8058e.png)

BUT you still need to create 2 events in order to replicate the action to every client.  
So my question. Is there an easier way to do this? Maybe with one event? Is there maybe a plugin that extends that functionality, so that i must not create hundreds of seemingly unnesesary events?  
Is there a solution to the buffering problem?

Thank you very much for your help!
