Version 1.0.0
Reproduce multiplayer networking bugs on demand, without leaving PIE.
Unreal's built-in network emulation only targets Server, Clients, or Everyone, and only before you press Play. Tickrate Multiplayer Test Lab goes further: pick one client, live, mid-session, and degrade its connection with fake ping, jitter, packet loss, and packet duplication, independently in each direction (downlink, uplink, or both).
KEY FEATURES
Real PIE multiplayer, one click
Launch a listen server plus any number of client windows as genuine PIE instances, never standalone processes. Your Play settings and current map are used automatically.
Host debug HUD (F8)
A live panel on the listen server: every connected client, ping, packet loss, and bandwidth at a glance. Select a client and apply a preset (LAN, WiFi, ADSL, 4G, 3G, Awful) or dial in exact values.
Per-client, per-direction control
Degrade one client without touching the others. Choose downlink, uplink, or both, so you can reproduce lag that only affects what a player sends, only what they receive, or the full round trip.
Client-side self-testing
Any client can degrade its own connection too, from the console or from Blueprint, useful for testing how your game reacts to a player's own bad connection without needing a listen server session.
Scripted network scenarios
Author a sequence of conditions as a Data Asset (poor Wi-Fi for 10 seconds, then a packet loss spike, then recovery) and replay it identically every test pass.
Chaos mode
Randomly rotates network conditions across your connected clients, on a timer, for stress-testing without scripting a scenario by hand.
Session reports
Every session records to two CSV files: a summary and a full timeline, ready for Excel or your own tooling. Compare two exported sessions side by side, with a colour-coded delta, right inside the editor.
Blueprint API
Every feature above is also exposed to Blueprint: apply emulation, read live stats, play a scenario, start chaos mode, export a report, no C++ required.
Packaged builds stay dormant by default
Outside the editor, the plugin does nothing until a build explicitly turns it on, from a GameMode, PlayerController, or Level Blueprint, or via a console variable or command line switch. Ship a build with the test lab silently included, and switch it on only when you need it.
SUPPORT AND FEEDBACK
Found a bug, or have an idea for a feature? Email contact@tickrate.fr, every report gets read.