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State & networking

SGFReplicationConfigure network relevance, not the rules of your game.

Declarative replication rules and tooling for projects using Unreal’s Replication Graph.

01 / How it works

Choose what the network needs to send

Profiles hold reusable tuning; rules assign actor-class routing and relevancy behaviour. A compiler validates the authored configuration before runtime use. The graph routes eligible actors and exposes diagnostics for configuration and request outcomes.

What this plugin delivers

  • Replication Graph rules and reusable profiles
  • Per-class routing and relevancy configuration
  • Validation and editor inspection
  • Runtime request diagnostics

02 / In a game

The mechanism in practice.

In a multiplayer level, nearby players need detailed state while distant nonessential actors should not consume the same replication attention. Profiles and rules assign routing behaviour that Unreal’s Replication Graph can apply.

Rule profiles

Reusable routing and relevancy configuration.

Validation

Authoring checks and diagnostic information.

Unreal-native bridge

Extends Unreal Replication Graph rather than replacing networking.

03 / Design ownership

What the studio builds.

The studio defines network requirements and tests bandwidth, relevancy and gameplay authority in real sessions.

SGFReplication is not an entire multiplayer backend, transport service or replacement for Unreal’s replication model.

  • Which actor classes replicate and what data they expose
  • Authority policies, prediction, reconciliation and anti-cheat needs
  • Traffic profiling, player-count targets and platform budgets

Available to license

Ask about SGF licensing.

Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.

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