NetworkPredictedProjectiles is a Blueprint-friendly projectile system for Unreal Engine. The shot appears instantly on the firing player's screen, while the server stays in charge of what actually gets hit. You do not need to write any code to use it.
This page is in three main parts:
- Overview: what it is and what happens when you fire.
- Quick setup: the fastest path to a working projectile.
- The pieces: a short tour of each class, from the one you cannot skip to the nice-to-haves.
A short Notes for C++ users section at the end covers the rules to respect if you extend the plugin in code.
Overview
Drop one component on your pawn, make a projectile Blueprint, and you have responsive, server-authoritative projectiles. The same setup works in single-player, on a listen server, and on a dedicated server. You build it once.
What you get
- Instant firing. The shot appears the moment the player fires, with no wait for the server.
- Server-authoritative hits. The server alone decides what is hit and applies damage, so hits cannot be faked by a cheating client.
- No code needed. A projectile Blueprint plus one drop-on component is the whole setup.
- Optional add-ons for damage, effects, and on-screen debugging, each a component you just drop on.
Requirements
- Unreal Engine 5.7, with Niagara (turned on automatically).
- Optional: the Network Predicted Projectiles Samples
sample project, a free, Blueprint-only third-person demo (character, game mode, weapons, example
projectiles) you can play and copy from. It is built on this plugin, so install the plugin first.
What happens when you fire (the simple version)
You never have to think about this to use the plugin, but it helps to know the idea:
- The firing player sees a fake projectile right away, so the game feels instant.