# RPCs validation in blueprints

**URL:** <https://forums.unrealengine.com/t/rpcs-validation-in-blueprints/2034825>\
**Category:** Blueprint\
**Tags:** rpc, unreal-engine, Blueprint, question\
**Created:** [September 23, 2024, 10:39pm UTC](https://forums.unrealengine.com/t/rpcs-validation-in-blueprints/2034825 "2024-09-23T22:39:24Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![JeiDiz1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JeiDiz1](https://forums.unrealengine.com/u/JeiDiz1)\
**Post date:** [September 23, 2024, 10:39pm UTC](https://forums.unrealengine.com/t/rpcs-validation-in-blueprints/2034825/1 "2024-09-23T22:39:24Z")

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Hello! I found this about validating RPCs:

> **[Remote Procedure Calls in Unreal Engine | Unreal Engine 5.4 Documentation |...](https://dev.epicgames.com/documentation/en-us/unreal-engine/rpcs-in-unreal-engine?application_version=5.1#validation)**
>
> Call functions on remote machines across a network in Unreal Engine.

The questions is: How can RPC be validated in blueprints? Is it done automatically? If not how can I do that?
