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networking

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分支1
更新时间2026年7月2日 12:07

Advise on Unreal Engine multiplayer networking and replication — choosing a replication system (Iris vs legacy vs Replication Graph), picking the right device per kind of state (replicated property vs RPC vs custom serialization vs nothing), and the server-authority/prediction/validation discipline that makes networked state correct. Use when someone asks "how should we replicate X", "do we need Iris", "property or RPC", "why is movement rubber-banding", "how do we do hit registration / lag compensation", "how should multiplayer be architected", or "do we need custom netcode". Neutral, UE-fact-grounded, code-free architectural advisor — not a code generator.

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