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 Serverβand 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.
The plugin provides a set of Blueprint nodes to accurately detect your game's network mode at runtime.
Returns true
if the current instance is running as a dedicated server (NetMode == NM_DedicatedServer
).
false
for Listen Server and Clients.
Returns true
if running in standalone mode (NetMode == NM_Standalone
), meaning:
Returns true
if running as a network client (NetMode == NM_Client
), i.e., not the host or server.
Returns true
if this instance is acting as a Listen Server (NetMode == NM_ListenServer
).
Returns true
if:
Controller
is the local player controller (i.e., the host's player input logic)π§ Internal Logic:
NetMode == NM_ListenServer && Controller->IsLocalController()
false
for:
Returns true
if:
Controller
is running on the server sideπ§ Parameters:
OnlyIfHost
(Boolean):true
: Only returns true
for the host's own PlayerController (PlayerIndex 0), on the server threadfalse
: Returns true
for any controller executing as server logic in a Listen Serverπ§ Best Practices
1. Open your Game Mode, Player Controller, or Game Instance Blueprint
2. Right-click in the graph and search for any of the Network Mode nodes (e.g. "Is Dedicated Server")
3. Connect the output to branch logic that responds differently based on network role
4. For listen server specific logic, use GetListenClient or GetListenServer with appropriate controller references
Testing Different Network Modes: To thoroughly test your implementation:
Performance: The network mode detection is very lightweight and can be called frequently without performance impact. However, for best practices, consider caching the result during initialization if the value won't change during gameplay.
Important: While these nodes provide accurate network role detection, they do not replace proper network replication setup. Always ensure your game's replication properties and functions are correctly configured in addition to using these network mode checks.
NetworkModeBlueprints (Runtime)
Blueprint Function Library that exposes all network mode detection functionality.
β No β All logic is evaluated locally at runtime for logic branching β no replication required.
Important: While these nodes provide accurate network role detection, they do not replace proper network replication setup. Always ensure your game's replication properties and functions are correctly configured in addition to using these network mode checks.
Last Update: April 18, 2025
Distribution Method: Plugin
If you have any questions or need assistance with the plugin, feel free to reach out.
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