# Networking examples?

**URL:** <https://forums.unrealengine.com/t/networking-examples/18720>\
**Category:** C++\
**Tags:** unreal-engine, Engine-Source-Code, GitHub, Engine-Source-GitHub\
**Created:** [January 12, 2015, 2:09am UTC](https://forums.unrealengine.com/t/networking-examples/18720 "2015-01-12T02:09:39Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_101c65c5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_101c65c5](https://forums.unrealengine.com/u/anonymous_user_101c65c5)\
**Post date:** [January 12, 2015, 2:09am UTC](https://forums.unrealengine.com/t/networking-examples/18720/1 "2015-01-12T02:09:39Z")

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I wasn’t able to find much information about multiplayer game structure using UE4 and decided to create this thread with a few questions:

- What’s the standard networking model? Each clients connects to a server which dictates the games? Or is it P2P?
- Is there a server browser example somewhere?
- How many players can be connected at the same time? 64?

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**Author:** ![Jambax](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jambax/32/904177_2.png) [@Jambax](https://forums.unrealengine.com/u/Jambax)\
**Post date:** [January 12, 2015, 3:20pm UTC](https://forums.unrealengine.com/t/networking-examples/18720/2 "2015-01-12T15:20:42Z")

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By P2P I’m assuming you mean that players connect to each other and one of them hosts the game, rather than Epic providing dedicated server space somewhere. The engine is configured based on the Authoritative Server/Client model, where one player is the server and maintains authoritative control over the game. Core engine classes also rely on this behaviour in many instances, such as the CharacterMovementComponent etc, so changing to a P2P method would be quite a challenge. You can configure your game to build a Dedicated Server .exe, and a player/dedicated server unit can run those if neccesary.

No server browser example that I’m aware of (it’s difficult to show one working across the internet when nobody has your assets, let alone running them). Though I’m sure somebody made a version that worked across LAN, and would therefore work accross the internet too. Not entirely sure where I saw that, probably on a deep YouTube hunt somewhere.

The ShooterGame content example from Epic is probably the best networked game example you’ll ever find, and enables gameplay through internet/LAN, I believe you connect through an IP Address, but it uses the Unreal GameSession classes and whatnot.

AFAIK there’s no upper limit to the amount of connected players outside of the hardware/OS limits, and the optimization of your game. MMO/Planetside-style is certainly possible! Unreal has an amazingly powerful networking system which takes care of most of the work for you, including things like relevancy etc, it’s just up to you to implement everything correctly 🙂 Here’s a few links to resources:

> **[\- YouTube](https://www.youtube.com/watch?v=TbaOyvWfJE0https%3A%2F%2Fwiki.unrealengine.comhttps%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DTbaOyvWfJE0%2FReplication)**
>
> Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

> **[Network Tips and Tricks in Unreal Engine 4](https://www.unrealengine.com/en-US/blog/network-tips-and-tricks)**
>
> I wanted to talk about a few tips that are good to know about when dealing with replicated properties in native code. The full explanation of how to replicate a property is somewhat out of the scope of this article, but I can quickly go over the...

> **[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...

> **[Gamemode multiplayer \[C++\]](https://forums.unrealengine.com/questions/29017/gamemode-multiplayer-c.html)**
>
> Hi! I have some questions regarding the gamemode in unreal engine that I haven’t been able to find any answers to. One, is it always possible to join a “gamemode” with e.g. "open " command? How to turn off/on the listen server, e.g. in a single...

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**Author:** ![anonymous\_user\_101c65c5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_101c65c5](https://forums.unrealengine.com/u/anonymous_user_101c65c5)\
**Post date:** [January 12, 2015, 4:17pm UTC](https://forums.unrealengine.com/t/networking-examples/18720/3 "2015-01-12T16:17:02Z")

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Thanks a lot for the info! 😉
