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.