Server side vs Client Side execution

Hi all, do we know what parts of UEFN and Fortnite Creative Islands are executed server side and what parts are executed client side (ie consoles). I know for sure verse is executed on the server, and all the sequencer animations are done on client side. How about things like Subscribe vs Await calls from verse?

This is important because I have frequently encountered huge lag when doing a lot via verse in my multiplayer game (as verse code will execute on server for every player), which I had to shift to sequencers as much as its feasible, and that significantly reduced the lag.

Can I read up on this anywhere in the documentation or any source from Epic?

Thank you

It’s pretty much up to you to guess, you need to understand the principles of network replication and if an element need to be server authoritative or not

Most things actually make sense when you understand how games are made. Also if your Verse script creates lags then it’s probably unoptimized code. I’ve done big maps that gets laggy where disabling Verse doesn’t fix the lag :+1: