

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
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
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.

评论(0)