Focused reference · Unreal Engine 5.8
Networking and prediction
Policy selector
| Policy | Use |
|---|---|
| Local Only | Purely local behavior that must not execute on server |
| Local Predicted | Responsive locally controlled ability with server validation and GAS-supported reconciliation |
| Server Initiated | Server starts it and clients receive replicated execution |
| Server Only | Authoritative server behavior with no predicted local activation |
Choose explicitly. The correct choice depends on ownership, responsiveness, cheating risk, and whether every side effect participates in GAS prediction.
Prediction-safe design
- Keep the server authoritative for target legality and gameplay results.
- Use GAS effects and ability mechanisms with prediction support where appropriate.
- Treat instant attribute/tag changes, arbitrary RPCs, external object mutation, and spawned Actors as separate rollback problems; do not assume GAS reverses them.
- Separate predicted presentation from authoritative hit/damage confirmation.
- Do not grant abilities from clients.
Target data
- Client may collect responsive aim/target data for a locally controlled ability.
- Send through the supported GAS targeting/event path.
- Server validates range, line of sight if required, source transform, team/target rules, cooldown/cost, and timing.
- Server applies authoritative results.
Multiplayer verification matrix
Test in editor and packaged Development builds with dedicated server where relevant:
- owning client with artificial latency and packet loss;
- listen server player;
- simulated proxy observing the ability;
- activation rejected by server;
- cancel before and after commit;
- avatar death/respawn during execution;
- target disappears during targeting;
- duplicate input press/release;
- montage interruption and late event;
- ability grant/removal during possession change.
Log role, owner/avatar, prediction key where available, spec handle, activation result, failure tags, commit result, and termination reason.