What are good ways to test multiplayer?

So I’m wondering what are good ways to make sure my multiplayer code works well under high ping and unpredictable network conditions and that everything is replicating correctly.

I’ve been looking at the UT 4 code and it looks very robust with some nice lag compensation for character movement and shooting. There has to be some kind of process for testing these kinds of things.

You can simulate multiple clients in editor mode. You can simulate dedicated server in editor mode.
You can also do packet loss simulation with some console commands and/or config file changes.
Check out:
PktLag= 200

Oh nice, the packet loss is exactly what I was looking for. I’ll have to try that some time.