If you’re trying to make a multiplayer game, and you’re talking about networking in the context of game logic, then you probably don’t want to deal with low-level networking code at all. Instead you should read up on Replication, which is UE4’s way of sending data between clients and servers for multiplayer games. With replication, all the networking stuff happens automatically, and you can focus on making your game.
If you want to create servers for other things, or if you want to implement custom networking protocols, you can take a look at the FSocket API. All the relevant APIs are in /Engine/Source/Runtime/Sockets/. The socket code in Unreal Engine is very old, so there’s some additional helper code in /Engine/Source/Runtime/Networking/ to simplify some of the most common tasks.
If you want to build a distributed application that communicates over a local area network, you can take a look at /Engine/Source/Runtime/Messaging/, which provides APIs for a message bus. There is also the beginning of an RPC framework on top of this framework, called MessagingRpc, but it’s still in its infant stage.
As I understand, replication is used by the engine itself, what I’m trying to say the engine itself is started as a server to archieve this process or? This is something I don’t want to archieve, because we will have a standalone server which is doing his job(on data processing, working with a database and sending “results” back to the game client)
Well this is something I started looking at first. Currently I’m evaluating if it’s good for our purpose and how far we will get with it, but I think this will be more our starting point.
I know it’s always good to use present tools and Replication in UE is really nice but unfortunately this is something we wouldn’t implement.
Depend of your need, but ActorComponent can be a cool place to embedded all your Network logic and plug it inside each actor which need your custom Replication, also use an Interface to check if this actor has the Network component.