Features:

  • Pure Blueprint nodes for detecting Unreal networking modes and roles

  • Distinguish between:

    • Dedicated Server

    • Standalone Mode

    • Net Client

    • Listen Server

  • Identify client-side vs. server-side execution within Listen Server mode

  • GetListenServer node includes an optional OnlyIfHost boolean to filter for the host’s authoritative controller only

  • Supports accurate logic branching at runtime and in BeginPlay, input, and multiplayer contexts

  • Blueprint-only usage — no C++ knowledge required

Code Modules:

  • NetworkModeBlueprints (Runtime)

Number of Blueprints: 0

(All logic is exposed through static Blueprint nodes in a BlueprintFunctionLibrary.)

Number of C++ Classes: 1

UNetworkModeUtils (Blueprint Function Library)

Network Replicated: No

(All logic is evaluated locally at runtime for logic branching — no replication required.)

Supported Development Platforms:

  • Windows: Yes

  • Mac: Yes

  • Linux: Yes

Supported Target Build Platforms:

  • Win64

  • Mac

  • Linux

  • Android

  • iOS

Documentation Link: https://warmargames.com/networkmodeplugin.html

Features:

  • Pure Blueprint nodes for detecting Unreal networking modes and roles

  • Distinguish between:

    • Dedicated Server

    • Standalone Mode

    • Net Client

    • Listen Server

  • Identify client-side vs. server-side execution within Listen Server mode

  • GetListenServer node includes an optional OnlyIfHost boolean to filter for the host’s authoritative controller only

  • Supports accurate logic branching at runtime and in BeginPlay, input, and multiplayer contexts

  • Blueprint-only usage — no C++ knowledge required

Code Modules:

  • NetworkModeBlueprints (Runtime)

Number of Blueprints: 0

(All logic is exposed through static Blueprint nodes in a BlueprintFunctionLibrary.)

Number of C++ Classes: 1

UNetworkModeUtils (Blueprint Function Library)

Network Replicated: No

(All logic is evaluated locally at runtime for logic branching — no replication required.)

Supported Development Platforms:

  • Windows: Yes

  • Mac: Yes

  • Linux: Yes

Supported Target Build Platforms:

  • Win64

  • Mac

  • Linux

  • Android

  • iOS

Documentation Link: https://warmargames.com/networkmodeplugin.html

🔹Blueprint-Accessible Networking Intelligence

📺Video Tutorial

📖Website:

💬Community

Quickly and accurately identify your game’s network mode from Blueprints with Network Mode Blueprints, a lightweight and developer-friendly utility plugin for Unreal Engine.

Whether you’re building multiplayer shooters, co-op survival games, or dedicated server backends, this plugin gives you granular control over session state logic. Detect if the game is running as a Dedicated Server, Standalone, Net Client, or Listen Server—and even distinguish between client and server components of a Listen Server instance.

No boilerplate C++ required. Pure, ready-to-use Blueprint nodes deliver runtime network role awareness for reliable multiplayer gameplay flows.🧠 What It Solves:

  • Avoid unreliable HasAuthority() checks alone.

  • Distinguish between listen server roles cleanly.

  • Build logic that behaves correctly in Standalone, Dedicated, Client, and Listen Server configurations.

  • Improve debugging, replication awareness, and UI behavior in multiplayer setups.

🔹Blueprint-Accessible Networking Intelligence

📺Video Tutorial

📖Website:

💬Community

Quickly and accurately identify your game’s network mode from Blueprints with Network Mode Blueprints, a lightweight and developer-friendly utility plugin for Unreal Engine.

Whether you’re building multiplayer shooters, co-op survival games, or dedicated server backends, this plugin gives you granular control over session state logic. Detect if the game is running as a Dedicated Server, Standalone, Net Client, or Listen Server—and even distinguish between client and server components of a Listen Server instance.

No boilerplate C++ required. Pure, ready-to-use Blueprint nodes deliver runtime network role awareness for reliable multiplayer gameplay flows.🧠 What It Solves:

  • Avoid unreliable HasAuthority() checks alone.

  • Distinguish between listen server roles cleanly.

  • Build logic that behaves correctly in Standalone, Dedicated, Client, and Listen Server configurations.

  • Improve debugging, replication awareness, and UI behavior in multiplayer setups.

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