What is the networking archtitecture of Unreal Engine 4?

I am working on online multiplayer FPS on UE 4 with up to 16 players. I am now at the making architecture model, stage.
I am doing research on possible server architecture model with respect for future scalability, bandwidth support etc. However I could not find any good information on how UE 4 networking work and what it’s architecture. In order to know whether it will suit my needs and whether I will be able to modify it

Is there an UE 4 network API so that I can connect my custom web server to it ?
Does it help to solve common errors like Lag compensation, Fireproof player etc.?

Useful links:

https://udn.epicgames.com/Three/NetworkingOverview.html

For web server connection, UE4 got build in HTTP support

There also plugin called VaREST which implements HTTP support in to blueprint. For even more low level networking, UE4 API also covers sockets, which let you send any data via internet

UE4 replication system on other hand is build for shooter like games, server holds the game state and clients tries to replicate it, it replicates function calls (this way you can control communication with server) and varables, it also has special movement replication.

UE4 also got common interface to all online game network services (like Steam, PSN, Xbox Live, Google Play etc), engine calls them OnlineSubsystems. They can be swich around depending on platfrom UE4 is build and runs so you use just one code base to support game sessions, invites, achivments, ladderboards etc. on any platfrom

mpo posted link about last 2 so read it up :slight_smile:

thanks, I actually have read first two links (by mpo) already.
But your information is new.
So UE 4 networking is similar to UE3 ?
Is there any major differences ?

I never used it, but from what i seen in documentation it’s kind of similar in use (maybe even the same), you set up functions and variables to be replicated same as you do in UE4. I’m not sure about online services support