Seperating Server Blueprint Codes from Client

Hello!

  1. I am here to ask are the Server’s Blueprint Codes automatically seperated from Client’s Build? Both the Client and Server’s build needs to package the same Server’s map, I would love to know if the server’s logic codes are seperated from the Client’s. As far as I know you are able to use #if UE_SERVER preprocessor on C++ but I am not sure about Blueprint, I have searched online and have not found any solid answer so far.

  2. I would also like to ask if the UE4 Networking is encrypted? Let’s say if a client joins a server by Open level x.x.x.x:xxxx, are the connections between both encrypted?
    If I have a chat system in-game are they encrypted over UE4’s network?
    Is it safe to pass sensitive information (something other than password) through the connection?
    I have read that from UE 4.24 a new feature named DTLS (obviously for UE4’s UDP networking) is experimental that can be enabled to replace the AES packet encryption. Do they mean the UE4’s networking in general or do they mean something else in particular?

  3. Could you change server’s tick rate on the fly?

Any reply is appreciated!

Thank you very much in advance!