Where to define custom ticker for something like network send ?

Hi folks, I just started learning Unreal Engine.
I came from Unity with C# and made a multiplayer game with custom networking via Singleton NetworkManager script to handle network packets. I attached them to a game object that can’t be destroyed.

So I want to replicate those in Unreal Engine 5 but am kinda lost on how to make that possible in C++.

Is it good practice to implement that on GameInstance or maybe there is another place to put that logic?

I don’t want to use replication because I want to learn in-depth about networking stuff.

Property replication is only one (optional) part of Unreals networking system. Alex Forsythe provides a good overview of Unreals networking system here:

I strongly suggest studying it before attempting to roll your own.

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In Unreal, gameplay “networking” is built into the engine as a core feature. Replication is part of this.

Ignore it/roll your own solution at your peril.

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Thanks for the advice.
Will dig deeper into it.