# Network Performance with Blueprints

**URL:** <https://forums.unrealengine.com/t/network-performance-with-blueprints/105198>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [January 18, 2018, 7:48am UTC](https://forums.unrealengine.com/t/network-performance-with-blueprints/105198 "2018-01-18T07:48:03Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![RealVis-Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RealVis-Studios](https://forums.unrealengine.com/u/RealVis-Studios)\
**Post date:** [January 18, 2018, 7:48am UTC](https://forums.unrealengine.com/t/network-performance-with-blueprints/105198/1 "2018-01-18T07:48:03Z")

</div>

Hi everyone,

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 ?

Thanks a lot for any useful information on this !

Greetings  
Dominic

---

<div class="post-metadata">

**Author:** ![OptimisticMonkey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/optimisticmonkey/32/906571_2.png) [@OptimisticMonkey](https://forums.unrealengine.com/u/OptimisticMonkey)\
**Post date:** [January 18, 2018, 1:54pm UTC](https://forums.unrealengine.com/t/network-performance-with-blueprints/105198/2 "2018-01-18T13:54:12Z")

</div>

Quite a bit is possible in bp:

> **[UE4\_Network\_Compendium\_by\_Cedric\_eXi\_Neukirchen.pdf](https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf)**
>
> 1622.40 KB

---

<div class="post-metadata">

**Author:** ![ChopinDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ChopinDev](https://forums.unrealengine.com/u/ChopinDev)\
**Post date:** [January 18, 2018, 5:18pm UTC](https://forums.unrealengine.com/t/network-performance-with-blueprints/105198/3 "2018-01-18T17:18:46Z")

</div>

I do recommend reading about gameplayability plugin, which takes care about some part of the networking (it helps and facilitates the work, it won’t do it for you though):

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

---

<div class="post-metadata">

**Author:** ![RealVis-Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RealVis-Studios](https://forums.unrealengine.com/u/RealVis-Studios)\
**Post date:** [January 19, 2018, 9:05am UTC](https://forums.unrealengine.com/t/network-performance-with-blueprints/105198/4 "2018-01-19T09:05:43Z")

</div>

@OptimisticMonkey: Thanks for the link, it absolutely clarifys the structure of the Network.

Also the Unreal Engine Documentation is very extensive -\> [Networking and Multiplayer | Unreal Engine Documentation](https://docs.unrealengine.com/latest/INT/Gameplay/Networking/index.html)

Maybe i was to lazy to search before posting ^^
