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:

  1. Overview: what it is and what happens when you fire.
  2. Quick setup: the fastest path to a working projectile.
  3. 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

Requirements

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: