this is more of a general question. To Make a game with Blueprints work over Network is quite easy, but how much control is possible via Blueprint ?
In C++ you can define whats sent over network and what is executed on server or Client. For example just synchronize one Variable and let the calculation be done on the clients. Is this level of Control possible in Blueprints ? and if not, does the underlying code optimize the network and server load and how is the overall performance ?
I do recommend reading about gameplayability plugin, which takes care about some part of the networking (it helps and facilitates the work, it wonβt do it for you though):