This page is my curated resource roundup for network prediction in Unreal Engine: official docs, plugin entry points, English/Chinese write-ups, related topics (CMC / Mover / physics prediction / lag compensation), and videos. I’ll keep updating it.
The Network Prediction plugin is still experimental / Beta (often v0.1 Beta on UE 5.5–5.8, not enabled by default). APIs can change—read the source and load-test before shipping on it.
Quick takeaways:
- Character movement only: learn CMC networked movement first, or evaluate Mover (backend can be Network Prediction).
- High-consistency shooting / physics / vehicles: seriously consider the Network Prediction plugin + fixed tick.
- Fair hit registration only: lag compensation / server rewind is often enough.
People overload “network prediction”: sometimes they mean the Network Prediction plugin, sometimes CMC client prediction, physics prediction, or hitscan lag compensation. The lists below keep those buckets separate.
1. Official docs and plugin entry points
- NetworkPrediction module API: class map (Service / Replicator / Driver / Component)—read this before diving the source.
- FFixedTickState: comments note Fixed Tick is the mode that supports physics rewind/resim and needs a fixed engine frame rate.
- ShouldReconcile: entry point for whether predicted vs authoritative state needs correction.
- Unreal Directive · Network Prediction: maturity by engine version.
- Unreal Directive · Network Prediction Extras: official samples/test maps including MockNetworkSimulation—best starting code. After enabling
NetworkPrediction+NetworkPredictionExtras, look at Mock / Flying / CharacterMotion samples first. - Network Prediction Insights (Unreal Directive): Insights channel for prediction traces.
- Plugin source + README:
Engine/Plugins/Runtime/NetworkPrediction(GitHub, Epic-linked account required). Read the known caveats at the end of the README. - Networking Insights: essential debugging. Pair with NetworkPredictionInsights and
-trace=np(see forum thread below).
2. English deep dives and practice
- The Problems With Unreal Engine's Networking Model – Kieran Newland: why default RPC + property replication struggle in high-precision gameplay, and why NPP exists.
- Using The Network Prediction Plugin In Unreal – Kieran Newland: enabling the plugin, implementation notes, pitfalls. He notes CMC and GAS don’t use NPP; mixing needs care around buffering—often all-in or not at all.
- Unreal Network Prediction for Projectiles – Steve Streeting: client-predicted + server-authoritative projectiles (not necessarily NPP)—prediction beyond character movement.
- Physics Network Prediction in UE 5.3 Preview – Devtricks: Physics Prediction (
Enable Physics Prediction), not the gameplay NetworkPrediction plugin. - Rollback Network Model – Gunsmith Docs: clear pros/cons of rollback (determinism, resim cost, input buffering).
- Network Prediction Insights (Epic forums): viewing NP data in Unreal Insights.
- Should we be using NPP or NetPhysics Predicted Physics? (Epic forums): choosing NPP vs Chaos networked physics.
- Status of NetworkPrediction + CMC? (Epic forums, 2025): Epic reply—no plans to integrate Network Prediction with CMC; NPP backs experimental Mover. Stay on CMC → extend SavedMove / move response data.
3. Chinese notes
Long Chinese write-ups that target the Network Prediction plugin specifically are still uncommon. Use these as indexes and cross-check against Epic docs/source.
- UE5.8 Network Prediction – 和平哥: relatively recent Chinese overview; some terminology/architecture doesn’t match the official API—read critically.
- UE5.8 Local Animation Prediction – 和平哥: same series, animation side.
- Network-Prediction – Codingnow: early NetworkedSimulationModel notes (Input / Sync / Aux)—dated but useful for design intent.
- UE source study – networking: includes GAS PredictionKey.
- Delay and prediction rollback (GAS) – Calmer: local GAS prediction vs full-frame rollback.
(Optional, Korean) UE5 Network Prediction Plugin – GAME-SOLVE: clear implementation structure; translate alongside Extras samples.
4. Related extensions
Character Movement Component (CMC)
- Networked Movement in the CMC / Chinese: SavedMove, ServerMove, correction, replay.
- UE4 movement sync deep dive – Tencent Game Academy: classic Chinese CMC sync write-up.
- CMC simulated-proxy smoothing (CSDN)
- UE4 Character Movement Synchronization
- PixelatedChaos/CMC_Tutorial: custom SavedMove C++ sample.
Mover (+ Network Prediction backend)
- Mover in Unreal Engine / Chinese: rollback networking via Network Prediction or Chaos Networked Physics.
- Mover features and concepts (Chinese)
- Mover Examples: Preferred Ticking Policy = Fixed, Simulated Proxy Network LOD = Interpolated, Enable Fixed Tick Smoothing = True.
- MoverNetworkPredictionLiaisonComponent: bridge between Mover and NP.
- Mover 5.6 Standalone Liaison issue (Epic forums)
- Mover 2.0 + UAF + Motion Matching (5.7) – David Martinez
- Iris And Mover Networking (Epic Games Japan slides)
- Mover multiplayer pitfalls (Zenn)
Networked physics prediction
- Networked Physics Overview / Chinese: Chaos prediction and resimulation.
Lag compensation / server rewind
Engine-agnostic theory (highly recommended)
- Client-Side Prediction and Server Reconciliation – Gabriel Gambetta
- Lag Compensation – Gabriel Gambetta
5. Videos
- Network Prediction: Replication's Crystal Ball | Unreal Fest Bali 2025: concepts through NP and Mover—great first watch.
- An Introduction to the Mover Plugin | Unreal Fest 2024
- A Dive Into Networked Physics-Based Character Movement | Unreal Fest Stockholm 2025: Chaos Mover, networked physics, rewind/resim.
- UE5 Network Prediction - instant control + server authoritative physics
- Delgoodie – CMC series
- Bilibili: UE5.5 official talk highlights – new character physics movement + motion matching (Unreal Fest 2024)