Multiplayer games in Unreal
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How to build a multiplayer game in Unreal Engine

Dmytro Lunov

Written by

Dmytro Lunov Verified author

Head of Delivery and Program Director at Game-Ace

Dmytro leads Game-Ace delivery teams on game development, art production, game design, MVP prototyping, and Unity and Unreal Engine projects.

Published May 5, 2021 Updated September 9, 2026

Building a multiplayer game in Unreal Engine starts with three choices: the networking model, the server topology, and the hosting service that will run the sessions in production. Unreal ships with a mature client-server framework, actor replication, and RPCs, so most of the plumbing is already there. The engineering work sits in gameplay code, netcode tuning, and the operational side of running servers at scale.

Why build a multiplayer game in Unreal Engine

Borderlands, a co-op multiplayer Unreal Engine shooter

Co-op shooter: Borderlands

PUBG, a battle royale Unreal Engine game

Battle royale: PUBG

Rocket League, a multiplayer party sports game

Party/sports: Rocket League

Bless Unleashed, an MMORPG built on Unreal Engine

MMO-adjacent: Bless Unleashed

Star Archer VR, an immersive AR/VR Unreal Engine game by Game-Ace

Immersive AR/VR: Star Archer VR

Xenon Racing, a racing game built on Unreal Engine

Racing: Xenon Racing

Unreal Engine is one of the few engines with a first-class replication system built into the gameplay framework. Studios pick it for shooters, extraction games, MMO-adjacent worlds, co-op titles, and party games because the client-server model, replicated actors, and RPCs are ready on day one.

The trade-off is complexity. A multiplayer game in Unreal Engine adds server code paths, authority rules, and testing surface that a single-player project never touches. Scoping this early keeps the project honest. Teams evaluating the engine at a higher level can review our Unreal game development service page and the deeper technical overview in this Unreal Engine game development guide.

Scoping a multiplayer game in Unreal Engine and need production capacity?

Unreal Engine networking model at a glance

Unreal uses an authoritative client-server model. The server owns game state, clients predict and correct. Replication moves actor properties and component state from server to clients on a per-property basis, and Remote Procedure Calls handle events that need to fire on a specific machine.

Three concepts define most gameplay code: replicated properties, RPCs (Server, Client, NetMulticast), and network role (Authority, AutonomousProxy, SimulatedProxy). Ownership decides who can call what. Relevancy and net priority decide what a given client receives each tick.

  • Replicated properties: state that the server pushes to clients when it changes.
  • RPCs: one-off calls routed by ownership and role.
  • Authority: the server holds truth; clients predict for responsiveness.
  • Relevancy: distance, visibility, and net cull distance filter what clients see.

Epic maintains the reference on this in the official networking overview, which is the first document any new Unreal netcode engineer should read.

Server topologies for a multiplayer game in Unreal Engine

Topology decides cost, cheat resistance, and player experience. A shooter with competitive integrity needs dedicated servers. A co-op title for four friends can ship on a listen server. Most projects end up mixing patterns: listen server for playtests, dedicated servers for production, and a managed backend for matchmaking.

Hosting pattern Scale and cost profile Best use case
Listen server One player hosts, others connect. Zero infra cost. Playtests, small co-op, LAN parties.
Dedicated server Bare metal or cloud VMs. Highest control, highest ops load. Competitive shooters, tournaments, esports.
Peer-to-peer Clients talk directly. No server bill, weak against cheating. Casual party games with trusted lobbies.
Epic Online Services (EOS) Free tier for indies. Sessions, matchmaking, lobbies. Cross-platform indie and mid-scope titles.
Amazon GameLift Servers Managed fleets on AWS. Auto-scaling, pay per instance. Session-based games with variable load.
PlayFab Multiplayer Servers Azure-hosted with LiveOps stack. Per-core pricing. Live-service games needing analytics and LiveOps.

Game-Ace scopes topology in week one. The wrong choice locks in a rewrite six months later. Teams working on a shooter with ranked play should read the shooter game development reference before locking topology.

Gameplay systems that matter early in a multiplayer game in Unreal Engine

Movement, state sync, and latency handling define whether the game feels good at 80 ms ping.

Character movement in Unreal already supports client-side prediction and server reconciliation through the CharacterMovementComponent. Keep custom movement inside its prediction path. Rolling your own physics on top usually breaks replication in the first playtest against remote players.

State sync outside of movement needs deliberate design. Replicate what the client must see. Send RPCs for one-off events. Use property replication for anything that persists. And keep an eye on bandwidth: a shipped shooter often runs 15-40 KB/s per client, and unbounded relevancy will push that number past what mobile networks can handle. Studios that need to scale a specialist team quickly can hire Unreal Engine developers for netcode and gameplay work.

  • Lag compensation for hit registration on the server.
  • Interest management to cap what each client receives.
  • Deterministic ability windows for cooldowns and combos.
  • Reconciliation logic when server correction fires.

Hosting and backend services for a multiplayer game in Unreal Engine

Dedicated servers need somewhere to run. Three options cover most projects: EOS for indies and mid-scope titles, Amazon GameLift for session-based games at scale, and PlayFab Multiplayer Servers for live-service games that also need analytics, leaderboards, and player accounts.

Epic’s Epic Online Services is free up to a generous tier and covers sessions, matchmaking, lobbies, voice, and cross-play identity. It integrates cleanly with Unreal via the Online Subsystem, which is a strong reason many indie and mid-budget multiplayer titles start there.

GameLift and PlayFab enter the picture when auto-scaling matters, when the team wants a managed fleet, or when the operator side needs deeper telemetry. Both work with Unreal dedicated server builds packaged headless. The same hosting decisions come up in Unity projects, and teams comparing engines can cross-check the workflow in our guide on how to make a multiplayer game in Unity.

Testing, netcode profiling, and anti-cheat

Multiplayer bugs only appear at latency and scale. Local co-op testing hides most of them.

Netcode profiling in Unreal uses net profiler tools, the network insights view, and packet capture at the socket level. The team runs staged tests: two clients on LAN, then two clients across regions, then bots to fill sessions to design capacity.

Anti-cheat depends on topology. Dedicated servers can validate every input server-side, which is the strongest defense. Anti-cheat middleware (Easy Anti-Cheat via EOS, BattlEye) handles the client-side surface. Peer-to-peer topologies cannot be secured to the same standard, which is why competitive titles avoid them.

A case from Game-Ace

Welcome to Evil West, a co-development Unreal Engine 4 project by Game-Ace

Evil West Unreal Engine 4 co-development project

Evil West is an Unreal Engine 4 action title where Game-Ace joined production as a co-development partner. Over a 4-month engagement the team debugged and refined the game’s multiplayer features, solidifying its technical foundation inside an existing Blueprint-heavy codebase for a successful launch.

Cost and timeline

A focused multiplayer prototype in Unreal Engine, say a two-map co-op vertical slice, typically runs 3 to 5 months with a small pod. A shippable session-based title with matchmaking, dedicated servers, and a live-ops backend usually needs 9 to 18 months and a team of 8 to 20, depending on content scope.

Budget starts around €80,000 for a prototype and moves into €300,000 to €1,500,000+ for a production-scale project. Hosting is a running cost that scales with concurrent users. Studios planning a full-cycle build should reserve budget for at least six months of post-launch operations.

When to talk to Game-Ace about a multiplayer game in Unreal Engine

If a multiplayer game in Unreal Engine is on the roadmap, the earliest technical decisions matter most. Game-Ace runs Unreal multiplayer engagements as full-cycle production, co-development inside an existing team, or dedicated developer extension. Since 2005, Game-Ace’s game development studio has delivered 200+ titles with 120+ in-house specialists across Unreal, Unity, and backend engineering.

If you are scoping a multiplayer game in Unreal Engine, whether shooter, MMO-adjacent, party game, or co-op, talk to Game-Ace.

Frequently searched questions about multiplayer games in Unreal Engine

A multiplayer game in Unreal Engine is built on the engine's client-server framework. The server owns authoritative state, clients predict and reconcile, and replicated properties plus RPCs move data between them. Most gameplay code lives inside actors and components that already carry replication support, so the work is in tuning what to replicate and when.

Dedicated servers with server-side hit registration and lag compensation. This is the only pattern that stands up to competitive play. Listen server and peer-to-peer topologies leave the game exposed to trivial cheats and cannot be certified for ranked ladders.

Replication is property-based. The server checks replicated properties on each network update, and when a value changes it queues the delta for relevant clients. RPCs are separate: they are function calls routed by ownership and network role (Server, Client, or NetMulticast). Relevancy filters and net priority decide what each client receives, so a large open world can still stay inside a sensible bandwidth budget.

It depends on scale and business model. Common picks include:

  • EOS for indie and mid-scope titles with cross-platform sessions
  • Amazon GameLift for session-based games needing auto-scaling on AWS
  • PlayFab Multiplayer Servers for live-service titles with LiveOps and analytics
  • Self-hosted dedicated servers when the studio has ops capacity in-house

Game-Ace scopes topology, networking model, and hosting in the first two weeks. From there the team works in one of three modes: full-cycle production, co-development inside a client codebase, or dedicated developer extension. Deliverables include the Unreal project, server builds, backend integration, netcode profiling reports, and IP transfer at handover.

A focused prototype typically starts around €80,000. A shippable session-based multiplayer game in Unreal Engine with matchmaking, dedicated servers, and live-ops backend usually lands in the €300,000 to €1,500,000+ range. Hosting is a running cost tied to concurrent users and session length, so it belongs in the operational budget, not the build budget.

Yes, small teams ship multiplayer titles in Unreal every year. The trick is scope: co-op for 2 to 4 players, sessions capped at reasonable size, and a hosting stack like EOS that removes most of the ops load. Ambitious PvP at scale is a different conversation.

Server-authoritative gameplay is the foundation. Validate every input on the server, never trust the client, and use lag compensation instead of client-side hit detection. On top of that, integrate anti-cheat middleware such as Easy Anti-Cheat through EOS or BattlEye. Peer-to-peer topologies cannot reach the same security bar and should be avoided for competitive play.
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