Should I use C++ for server replication?

I’ve been working on this multiplayer game and now I’m working on replication. While doing research I came across a couple threads on this forum in which I saw some people suggesting that its better to do replication via C++, instead of Blueprint. But I’ve been working on this project for months using Blueprint, and everything is working fine, replication included. So, should I work with C++ for the replication, or is it ok to stick with Blueprints? I do have a programming background, but I’d have to learn C++, so it would be a bit of a hassle…

It really depends on the scope of the game and if you are collaborating with others. If you are working alone and the game is not full of multiplayer feature intersections you will be just fine with Blueprint only.
When people mention C++ for replication they are probably talking about the Gameplay Ability System and optimization.

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Making the switch from Blueprints to C++ for server replication in Unreal Engine is essential due to the limitations of the default conditions in Unreal Engine’s multiplayer testing environment. By default, Unreal Engine does not simulate real-world network conditions such as packet loss, latency, or processing times. As a result, many developers have encountered issues when they tested their multiplayer instances in real-world scenarios. Instances that seemed functional in the controlled environment of Blueprints often broke down under the complexities of actual networking conditions.

This problem becomes particularly critical in intricate setups like custom movement, which may not rely on the Character Movement Component, thus lacking vital replication features. One such crucial feature is client prediction, which is challenging to implement, especially without prior experience. Consequently, relying solely on Blueprints can lead to unforeseen issues, making the transition to C++ imperative for ensuring the stability and reliability of your multiplayer game in real-world situations.

Considering the complexity of features implemented in the game is crucial. If the game involves intricate mechanics or custom movement, the need to switch from Blueprints to C++ becomes vital to avoid potential breakdowns in real-world networking conditions. However, even for simpler projects, transitioning to C++ is worth contemplating as it ensures a more robust foundation for multiplayer functionality.

For a better understanding of whether it’s the right choice for your specific project, I recommend watching this video:

Video

https://www.youtube.com/watch?v=YB_ew3j_HFw&t=330s

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Ok thank you that answers a lot of questions but, is C++ really necessary when It comes to simple things like toggling light switches or maybe stamina bars?

When it comes to such tasks, C++ is not needed for these simple functions in Unreal Engine. You can achieve these basic features without the need to write code.

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