HELIX 3 Docs
Native (Unreal) SDK

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 Player identity, not a raw connection — so Helix.* 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.

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