# \#Networking

**URL:** https://forums.unrealengine.com/tag/networking/197.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [What's the preferred way to replicate ActorComponent?](https://forums.unrealengine.com/t/whats-the-preferred-way-to-replicate-actorcomponent/1713733)

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**Author:** [@MaskedFuyu](https://forums.unrealengine.com/u/MaskedFuyu)\
**Replies:** 5\
**Last updated:** [October 21, 2026, 10:11am UTC](https://forums.unrealengine.com/t/whats-the-preferred-way-to-replicate-actorcomponent/1713733 "2026-10-21T10:11:18Z")

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The 4.27 docs says we can just AActorComponent::SetIsReplicated(true) if we want to replicate the component. While this seems work in UE5 but I can not find it describes in docs. The latest docs shows other ways to repl…

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## [Submitting UE4 dedicated server build to Playfab always gets unhealthy region.](https://forums.unrealengine.com/t/submitting-ue4-dedicated-server-build-to-playfab-always-gets-unhealthy-region/2841874)

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**Author:** [@byvsen](https://forums.unrealengine.com/u/byvsen)\
**Replies:** 2\
**Last updated:** [October 20, 2026, 5:22pm UTC](https://forums.unrealengine.com/t/submitting-ue4-dedicated-server-build-to-playfab-always-gets-unhealthy-region/2841874 "2026-10-20T17:22:39Z")

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I was following this tutorial to try and learn how to get a dedicated server build on Playfab. It was going well and I was able to follow all the steps. However right at the very end when submitting the server build to …

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## [Iris does not allow the same object to be added to the different ReplicatedSubobjectLists](https://forums.unrealengine.com/t/iris-does-not-allow-the-same-object-to-be-added-to-the-different-replicatedsubobjectlists/2308717)

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**Author:** [@Yihan\_Tarnis](https://forums.unrealengine.com/u/Yihan_Tarnis)\
**Replies:** 1\
**Last updated:** [October 20, 2026, 3:17pm UTC](https://forums.unrealengine.com/t/iris-does-not-allow-the-same-object-to-be-added-to-the-different-replicatedsubobjectlists/2308717 "2026-10-20T15:17:06Z")

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Iris does not allow the same object to be added to the ReplicatedSubobjectList of different components belonging to different Actors , while the two Actors have the same owner PlayerController. This seems like a bug, be…

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## [RepNotify not triggering when modifying a subobject in an array](https://forums.unrealengine.com/t/repnotify-not-triggering-when-modifying-a-subobject-in-an-array/1916555)

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**Author:** [@Ashley\_Roesler](https://forums.unrealengine.com/u/Ashley_Roesler)\
**Replies:** 1\
**Last updated:** [October 20, 2026, 3:14pm UTC](https://forums.unrealengine.com/t/repnotify-not-triggering-when-modifying-a-subobject-in-an-array/1916555 "2026-10-20T15:14:12Z")

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I have an actor component. The actor component has a TArray of UMyObject\* (UMyObject derives from UObject). The array is declared like this: UPROPERTY(ReplicatedUsing = OnRep\_MyArrayUpdate, EditAnywhere, BlueprintReadWr…

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## [Using ClientTravel with Steam Loads Incorrect Level ](https://forums.unrealengine.com/t/using-clienttravel-with-steam-loads-incorrect-level/2733274)

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**Author:** [@BeehiveStudios](https://forums.unrealengine.com/u/BeehiveStudios)\
**Replies:** 2\
**Last updated:** [October 19, 2026, 10:41am UTC](https://forums.unrealengine.com/t/using-clienttravel-with-steam-loads-incorrect-level/2733274 "2026-10-19T10:41:25Z")

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I’m trying to get a basic multi-player setup working with UE and Steam. I am using UE 5.8 with C++, Online Subsystem, Steam Sockets and Seamless Travel. I’ve started with the third person shooter project, created three m…

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## [VR Multiplayer: Client APK Crashes on Brief Server Disconnection - Need Network Expert Assistance](https://forums.unrealengine.com/t/vr-multiplayer-client-apk-crashes-on-brief-server-disconnection-need-network-expert-assistance/2695375)

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**Author:** [@I\_Work\_AllDaTime](https://forums.unrealengine.com/u/I_Work_AllDaTime)\
**Replies:** 3\
**Last updated:** [October 17, 2026, 12:10am UTC](https://forums.unrealengine.com/t/vr-multiplayer-client-apk-crashes-on-brief-server-disconnection-need-network-expert-assistance/2695375 "2026-10-17T00:10:37Z")

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Hello everyone, We’re developing a location-based VR experience and facing a critical issue with network stability. We’re under a tight deadline and would greatly appreciate the guidance of an Unreal networking expert w…

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## [Network prediction and 6DOF Movement ](https://forums.unrealengine.com/t/network-prediction-and-6dof-movement/2831997)

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**Author:** [@KadmiumDev](https://forums.unrealengine.com/u/KadmiumDev)\
**Replies:** 20\
**Last updated:** [October 7, 2026, 6:06pm UTC](https://forums.unrealengine.com/t/network-prediction-and-6dof-movement/2831997 "2026-10-07T18:06:11Z")

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Aether NPP 6DOF movement showcase 2K video showcase of Aether NPP ​Hey everyone! I’m a solo developer working on modular C++ systems for Unreal Engine 5. I wanted to share a technical breakdown and stress-test data for …

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## [\[PAID\]\[CONTRACT\] Previsualisation Technician (Lighting / Live Events) – Vectorworks / Unreal / Depence](https://forums.unrealengine.com/t/paid-contract-previsualisation-technician-lighting-live-events-vectorworks-unreal-depence/2725696)

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**Author:** [@CV\_John](https://forums.unrealengine.com/u/CV_John)\
**Replies:** 6\
**Last updated:** [October 6, 2026, 5:03pm UTC](https://forums.unrealengine.com/t/paid-contract-previsualisation-technician-lighting-live-events-vectorworks-unreal-depence/2725696 "2026-10-06T17:03:05Z")

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\[PAID\]\[CONTRACT\] Previsualisation Technician (Lighting / Live Events) – Vectorworks / Unreal / Depence Job Details Location: Remote (Europe preferred – Eastern/Central Europe ideal) Type: Freelance / Contract (ongoin…

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## [Almost totally not laggy bot, how to?](https://forums.unrealengine.com/t/almost-totally-not-laggy-bot-how-to/2746858)

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**Author:** [@Neongho](https://forums.unrealengine.com/u/Neongho)\
**Replies:** 6\
**Last updated:** [September 27, 2026, 12:06pm UTC](https://forums.unrealengine.com/t/almost-totally-not-laggy-bot-how-to/2746858 "2026-09-27T12:06:03Z")

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Overview: my bots are ultra laggy in UE4 I was thinking :thinking: about getting a simulated bot from client or something that predicts… If anyone ever did this and gets no laggy bots “AI controllers” please tell me. Su…

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## [LAN / Local Hosting for Fortnite Creative — Let Players Experience Near-Zero Ping ](https://forums.unrealengine.com/t/lan-local-hosting-for-fortnite-creative-let-players-experience-near-zero-ping/2782337)

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**Author:** [@prefire\_monster](https://forums.unrealengine.com/u/prefire_monster)\
**Replies:** 1\
**Last updated:** [September 16, 2026, 10:09pm UTC](https://forums.unrealengine.com/t/lan-local-hosting-for-fortnite-creative-let-players-experience-near-zero-ping/2782337 "2026-09-16T22:09:38Z")

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Many Fortnite players live far from Epic server regions and have never experienced extremely low-ping Fortnite. For example, players in Lebanon commonly play around 50–70 ms even with a good internet connection. I would…

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## [Does logging into EOS with DeviceID actually work?](https://forums.unrealengine.com/t/does-logging-into-eos-with-deviceid-actually-work/2675889)

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**Author:** [@eikzilla](https://forums.unrealengine.com/u/eikzilla)\
**Replies:** 8\
**Last updated:** [September 15, 2026, 1:27pm UTC](https://forums.unrealengine.com/t/does-logging-into-eos-with-deviceid-actually-work/2675889 "2026-09-15T13:27:53Z")

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I’m trying to use EOS to test my game with friends to play over the Internet. I have all the gameplay working fine via ListenServer, so I wrote some code to create and join sessions using EOS. The documentation claims t…

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## [Replicating or destroying a subobject marks the entire actor bunch reliable, which may roll back newer property state on the client ](https://forums.unrealengine.com/t/replicating-or-destroying-a-subobject-marks-the-entire-actor-bunch-reliable-which-may-roll-back-newer-property-state-on-the-client/2765041)

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**Author:** [@flinds](https://forums.unrealengine.com/u/flinds)\
**Replies:** 0\
**Last updated:** [September 12, 2026, 2:58pm UTC](https://forums.unrealengine.com/t/replicating-or-destroying-a-subobject-marks-the-entire-actor-bunch-reliable-which-may-roll-back-newer-property-state-on-the-client/2765041 "2026-09-12T14:58:33Z")

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I not a native English Speaker, below translated by AI： Replicating or destroying a subobject marks the entire actor bunch reliable, which can roll back newer property state on the client Area: Networking / Replication …

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## [Replicating or destroying a subobject marks the \*entire\* actor bunch reliable, which can roll back newer property state on the client ](https://forums.unrealengine.com/t/replicating-or-destroying-a-subobject-marks-the-entire-actor-bunch-reliable-which-can-roll-back-newer-property-state-on-the-client/2765039)

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**Author:** [@flinds](https://forums.unrealengine.com/u/flinds)\
**Replies:** 0\
**Last updated:** [September 12, 2026, 2:51pm UTC](https://forums.unrealengine.com/t/replicating-or-destroying-a-subobject-marks-the-entire-actor-bunch-reliable-which-can-roll-back-newer-property-state-on-the-client/2765039 "2026-09-12T14:51:22Z")

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Replicating or destroying a subobject marks the entire actor bunch reliable, which can roll back newer property state on the client Area: Networking / Replication (UActorChannel, FObjectReplicator) Engine version: UE 4.…

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## [Building a Digital Twin XR Campus: Best practices for multiplayer lectures & database-linked attendance? ](https://forums.unrealengine.com/t/building-a-digital-twin-xr-campus-best-practices-for-multiplayer-lectures-database-linked-attendance/2730292)

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**Author:** [@SMAAZ51214](https://forums.unrealengine.com/u/SMAAZ51214)\
**Replies:** 1\
**Last updated:** [September 12, 2026, 10:10am UTC](https://forums.unrealengine.com/t/building-a-digital-twin-xr-campus-best-practices-for-multiplayer-lectures-database-linked-attendance/2730292 "2026-09-12T10:10:07Z")

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Hi everyone, I am planning an ambitious XR project to build a full-scale digital twin of our university department. The core loop of the application is to create a persistent virtual campus where students can put on an …

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## [Client can't join the current level that the host is.](https://forums.unrealengine.com/t/client-cant-join-the-current-level-that-the-host-is/2738948)

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**Author:** [@squigglez62](https://forums.unrealengine.com/u/squigglez62)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 6:36pm UTC](https://forums.unrealengine.com/t/client-cant-join-the-current-level-that-the-host-is/2738948 "2026-09-11T18:36:13Z")

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I am having an issue that seems to only occur when I am trying to play via steam. In the PIE the join session seems to work fine. But as soon as I am trying to join a session via steam. the client finds the session but f…

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## [RepNotify not working?](https://forums.unrealengine.com/t/repnotify-not-working/1277983)

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**Author:** [@Phyrriel](https://forums.unrealengine.com/u/Phyrriel)\
**Replies:** 20\
**Last updated:** [September 2, 2026, 1:56pm UTC](https://forums.unrealengine.com/t/repnotify-not-working/1277983 "2026-09-02T13:56:45Z")

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So I’ve been learning how multiplayer works and I thought I had a decent understanding on how to setup everything and the importances of knowing when to use RPC’s vs RepNotify. I’ve been testing making my character hold …

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## [Inactive PlayerState code seems faulty](https://forums.unrealengine.com/t/inactive-playerstate-code-seems-faulty/484177)

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**Author:** [@eXi](https://forums.unrealengine.com/u/eXi)\
**Replies:** 1\
**Last updated:** [July 8, 2026, 2:53pm UTC](https://forums.unrealengine.com/t/inactive-playerstate-code-seems-faulty/484177 "2026-07-08T14:53:00Z")

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Hello there, so I’ve been wondering why some of my PlayerState code isn’t working for a Player that quickly reconnects after leaving the game, and while I’m very much aware of InactivePlayerStates and that UE4 keeps tra…

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## [Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Multiplayer | GAS)](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-multiplayer-gas/2726646)

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**Author:** [@Amir\_0717](https://forums.unrealengine.com/u/Amir_0717)\
**Replies:** 0\
**Last updated:** [June 6, 2026, 6:54am UTC](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-multiplayer-gas/2726646 "2026-06-06T06:54:56Z")

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Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Multiplayer | GAS) Hi, I am Amir, Sr. Unreal Engine Gameplay Programmer since 2021 with 3+ years of professional studio experience. I specialize in multiplayer sys…

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## [Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Game Porting)](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-game-porting/2053121)

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**Author:** [@marooncavalry](https://forums.unrealengine.com/u/marooncavalry)\
**Replies:** 14\
**Last updated:** [June 3, 2026, 7:07pm UTC](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-game-porting/2053121 "2026-06-03T19:07:58Z")

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Services Hi, I am Charlie, Game Programmer since 2021. I have an extensive knowledge of Game Development in Unreal Engine using C++ and Blueprints. I have worked with teams to make dream of ideas about game comes to lif…

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## [LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP\_Car\_C\_1. Function ServerUpdateState will not be processed.](https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823)

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**Author:** [@SgtFlexxx](https://forums.unrealengine.com/u/SgtFlexxx)\
**Replies:** 1\
**Last updated:** [May 24, 2026, 5:47pm UTC](https://forums.unrealengine.com/t/lognet-warning-unetdriver-no-owning-connection-for-actor-bp-car-c-1-function-serverupdatestate-will-not-be-processed/2717823 "2026-05-24T17:47:43Z")

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Hello! My project utilizes ChaosVehicleMovement system, and it seems all of my vehicles with ChaosVehicleMovement component spam this log warning on repeat when a client has joined the game. Does anyone know a proper fi…

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## [Physics Control Component and Async Physics Thread](https://forums.unrealengine.com/t/physics-control-component-and-async-physics-thread/2722487)

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**Author:** [@Houdsonin](https://forums.unrealengine.com/u/Houdsonin)\
**Replies:** 1\
**Last updated:** [May 19, 2026, 4:09pm UTC](https://forums.unrealengine.com/t/physics-control-component-and-async-physics-thread/2722487 "2026-05-19T16:09:06Z")

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Hello everyone! I have a question regarding physics control component, or maybe if there is a viable alternative. Currently using UE 5.7. In C++, using a regular pawn, I have a joint created with Physics Control Compone…

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## [Fix: OffsetRootBone one-frame “flick” on Listen Server (CMC timing bug)](https://forums.unrealengine.com/t/fix-offsetrootbone-one-frame-flick-on-listen-server-cmc-timing-bug/2722162)

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**Author:** [@Subressor](https://forums.unrealengine.com/u/Subressor)\
**Replies:** 0\
**Last updated:** [May 14, 2026, 4:56pm UTC](https://forums.unrealengine.com/t/fix-offsetrootbone-one-frame-flick-on-listen-server-cmc-timing-bug/2722162 "2026-05-14T16:56:33Z")

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If you’re using the experimental Offset Root Bone node and testing on a listen server, you may have noticed a one-frame visual “flick” on remote client characters during sharp rotation changes. The mesh briefly snaps to …

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## [Looking for Battle Testers for Gorgeous Core (Before Fab Launch)](https://forums.unrealengine.com/t/looking-for-battle-testers-for-gorgeous-core-before-fab-launch/2721677)

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**Author:** [@Wave.Epgenix](https://forums.unrealengine.com/u/Wave.Epgenix)\
**Replies:** 0\
**Last updated:** [May 12, 2026, 7:56pm UTC](https://forums.unrealengine.com/t/looking-for-battle-testers-for-gorgeous-core-before-fab-launch/2721677 "2026-05-12T19:56:52Z")

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Hey everyone, I’m currently preparing Gorgeous Core for its upcoming Fab release and I’m looking for Unreal Engine developers willing to help battle test the foundation plugin before launch. The goal is simple: stress …

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## [Disable the Windows firewall security alert popup](https://forums.unrealengine.com/t/disable-the-windows-firewall-security-alert-popup/2389497)

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**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 3\
**Last updated:** [May 11, 2026, 11:51am UTC](https://forums.unrealengine.com/t/disable-the-windows-firewall-security-alert-popup/2389497 "2026-05-11T11:51:11Z")

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Whenever anyone launches a packaged build of my game, they get this security popup. My game does not need internet access in any way and not giving it access trough firewall does not hinder it’s functionality at all,…

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## [Ownership flow assistance](https://forums.unrealengine.com/t/ownership-flow-assistance/2716609)

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**Author:** [@Apex14291](https://forums.unrealengine.com/u/Apex14291)\
**Replies:** 1\
**Last updated:** [April 21, 2026, 2:17pm UTC](https://forums.unrealengine.com/t/ownership-flow-assistance/2716609 "2026-04-21T14:17:26Z")

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Ok guys. Got a bit of a doozie here. I’ve got these minigames that I purchased off the Fab Store that I’m trying to use in a Multiplayer game project. I’ve spent months trying to get them to work and up until recently ra…

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## [Host players are getting disconnected from their own matches ](https://forums.unrealengine.com/t/host-players-are-getting-disconnected-from-their-own-matches/2658462)

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**Author:** [@TetraStudiosDev1](https://forums.unrealengine.com/u/TetraStudiosDev1)\
**Replies:** 1\
**Last updated:** [April 13, 2026, 11:53pm UTC](https://forums.unrealengine.com/t/host-players-are-getting-disconnected-from-their-own-matches/2658462 "2026-04-13T23:53:04Z")

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Currently having hosting players getting timed out from their own server. This happens even on LAN connections. Any ideas what causes this? The logs don’t show anything useful before this message. LogNet: Error: UEngin…

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## [C++ WebSocket connection failing](https://forums.unrealengine.com/t/c-websocket-connection-failing/2711061)

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**Author:** [@VagueGamer01](https://forums.unrealengine.com/u/VagueGamer01)\
**Replies:** 0\
**Last updated:** [April 2, 2026, 10:06pm UTC](https://forums.unrealengine.com/t/c-websocket-connection-failing/2711061 "2026-04-02T22:06:35Z")

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I’m having major issues trying to get an IWebSocket connection to work in my C++ game (Engine version 5.7.4, source built). I’m initialising the connection like so: // URL equals ws://localhost:8080/ws?token=\*\*\*&charac…

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## [Multiplayer shared camera](https://forums.unrealengine.com/t/multiplayer-shared-camera/277851)

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**Author:** [@itsAcren](https://forums.unrealengine.com/u/itsAcren)\
**Replies:** 12\
**Last updated:** [March 30, 2026, 12:09am UTC](https://forums.unrealengine.com/t/multiplayer-shared-camera/277851 "2026-03-30T00:09:33Z")

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Hello, I am trying to make sense of how cameras are used in UE. I had a flexible multiplayer set up like the following in Unity and am looking to get as far as possible recreating it. Top down gameplay, all players sh…

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## [Any opinions or tips on my 3D Artist portfolio?](https://forums.unrealengine.com/t/any-opinions-or-tips-on-my-3d-artist-portfolio/2709872)

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**Author:** [@Brandon\_V\_Grey](https://forums.unrealengine.com/u/Brandon_V_Grey)\
**Replies:** 0\
**Last updated:** [March 29, 2026, 8:42pm UTC](https://forums.unrealengine.com/t/any-opinions-or-tips-on-my-3d-artist-portfolio/2709872 "2026-03-29T20:42:00Z")

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I just wanted any advice on my portfolio and if I can improve on anything, And if there are any suggestions for future, or questions on UE or blender. I am open to working in a large studio, traveling, or a small establi…

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## [\[UE 5.5\] Unable to resolve object. FullNetGUIDPath on level second load](https://forums.unrealengine.com/t/ue-5-5-unable-to-resolve-object-fullnetguidpath-on-level-second-load/2705426)

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**Author:** [@ddoucet\_BLE](https://forums.unrealengine.com/u/ddoucet_BLE)\
**Replies:** 1\
**Last updated:** [March 12, 2026, 6:19pm UTC](https://forums.unrealengine.com/t/ue-5-5-unable-to-resolve-object-fullnetguidpath-on-level-second-load/2705426 "2026-03-12T18:19:11Z")

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Our game uses listen servers and has 2 levels consisting of a social hub and a gameplay level. We use seamless travel in the transitions between these 2 levels and we see that on the 2nd time remote players go to the gam…

[Next page](https://forums.unrealengine.com/tag/networking/197.md?match_all_tags=true&page=1&tags%5B%5D=Networking)
