# Multiplayer sessions: C++ or Blueprints?

**URL:** <https://forums.unrealengine.com/t/multiplayer-sessions-c-or-blueprints/452981>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, unreal-engine, Performance, Multiplayer, CPP, Blueprint, question\
**Created:** [July 28, 2019, 6:54pm UTC](https://forums.unrealengine.com/t/multiplayer-sessions-c-or-blueprints/452981 "2019-07-28T18:54:06Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![ZG\_BratOrga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZG\_BratOrga](https://forums.unrealengine.com/u/ZG_BratOrga)\
**Post date:** [July 28, 2019, 6:54pm UTC](https://forums.unrealengine.com/t/multiplayer-sessions-c-or-blueprints/452981/1 "2019-07-28T18:54:06Z")

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Ok, so I have been following this tutorial to learn how to make a session for joining in a multiplayer environment (in C++).

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But then I noticed that you call these functions using Blueprints nontheless (which you need to do), but Unreal already has all these functions like CreateSession, JoinSession, FindSessions etc.

My question is this:  
Is this tutorial essentialy doing the same thing as these Blueprint functions (and is it somehow better, performance - wise, to use the C++ implementation)

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**Author:** ![GarnerP57](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GarnerP57](https://forums.unrealengine.com/u/GarnerP57)\
**Post date:** [July 28, 2019, 7:47pm UTC](https://forums.unrealengine.com/t/multiplayer-sessions-c-or-blueprints/452981/2 "2019-07-28T19:47:30Z")

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If you don’t need to extend the Blueprint functionality then you can just use the Blueprint nodes, however if you have some custom requirements then you might want to use the C++ version. Performance is not an issue either way as it is just a bunch of Delegates, Structs and Events.
