Running GetWorld()->Tick() multiple times per frame to facilitate rollbacks for netplay

Using UE4’s built in netcode is not an option for my game.

From the Networking Overview page: “UE4 networking is built around the server/client model.”

My game requires P2P networking for minimal latency. P2P support in UE4 has been marked “wishlist” on the UE4 roadmap for 15 months. GGPO is a proven library, so that’s what I’m gonna use.