---
title: Multiplayer guide
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/guides/multiplayer.html
---

# Multiplayer guide

Everything network-related in one place.

## The net driver

The framework replaces Unreal's default `GameNetDriver` with `AFPNetDriver`, installed via `AFL_Libraries/Config/Engine.ini`. It changes exactly one thing: objects implementing `IOutsidePawnRPCInterface` may call server RPCs even though they are not the player's pawn. Multicast and client RPCs are unaffected.

Warning

If this is not active, server RPCs from state and select components are silently dropped. Nothing errors — the interaction simply does not replicate. This is the most common multiplayer problem.

## Replicating transforms

Add `BPC_Replication_Actor` for a whole actor, or `BPC_Replication_Component` with a **Component Tag** for a single component. Both interpolate on remote clients, replicate with `SkipOwner` so the manipulating player is not corrected by their own data, and switch sample rate based on whether the object is moving.

Authority follows possession: `CheckIfOwnerChanged` re-evaluates ownership so the player holding an object drives it.

## Replicated UI

`BPC_ReplicatedUI` on a pawn plus `BFL_ReplicatedUI.ReplicatedUI_SetReplication` lets other players see a player's interface. `URenderTargetReplicatorComponent` handles the underlying transfer by JPEG-compressing a render target and multicasting it — adjust **JPEG Quality** to trade fidelity for bandwidth.

## Testing

Use Play In Editor with two clients and Run Dedicated Server off for the fastest loop. The `AFM_Replication` example map is set up for exactly this.
