Networking (Native)
How multiplayer works in Native (Unreal) worlds — engine-native dedicated servers with HELIX replication wrappers. Distinct from the web multiplayer stack.
Native worlds do not use the web multiplayer stack. They use Unreal's own networking — dedicated servers, actor replication, RPCs — and HELIX adds thin wrappers that make identity, tickets, and authoritative value checks ergonomic inside that model.
Why two networking stories?
The web runtime needs a networking layer because the browser has none; HELIX provides one. Unreal already has battle-tested networking, so forcing the web stack on it would be a downgrade. The Platform API stays identical — only the transport differs.
What HELIX wraps
- Instance tickets → connection. Players arrive with a platform-issued Instance Ticket; the HELIX wrapper verifies it during Unreal's login/connection handshake so only authorized players join.
- Identity on the server. Replicated player state is tied to the HELIX
Playeridentity, not a raw connection — soHelix.*calls on the server know who they're for. - Authoritative value checks. Helpers to keep wallet/inventory/ownership decisions on the server, mirroring the item execution tiers.
The model
Use Unreal replication as you normally would:
- Server is authoritative; clients send input/RPCs.
- Movement and cosmetic state replicate via Unreal's replication graph.
- Value-bearing actions (grant item, charge LIX, award reward) go through the server-side Platform API, never a client RPC you trust blindly.
// server-side authoritative grant, same Platform API as web
void AArenaGameMode::AwardWin(const FHelixPlayer& Player)
{
UHelix::Get()->Inventory()->ConsumeAndGrant(/* atomic, idempotent */);
}The golden rule holds here too
If it affects inventory, currency, or ownership, it's decided on the server via the Platform API — regardless of runtime. Unreal RPCs from clients are input, not authority.
Scale
Native dedicated servers scale through Unreal's standard tooling and HELIX's hosting. Large-map, high-population worlds are a primary reason to choose Native over Web.