Unreal Engine 5 Tutorial - Online Multiplayer Lobby Part 4 (Finale): Loadouts

Ryan Laley
Ryan LaleyMay 20, 2026

Why It Matters

By using a replicated struct for loadouts, developers can efficiently synchronize complex player choices across lobby and gameplay, accelerating feature implementation and improving multiplayer reliability.

Key Takeaways

  • Use a struct to bundle loadout data for replication.
  • Add loadout struct to PlayerState and copy properties automatically.
  • Create Set/Get loadout Blueprint nodes mirroring nickname functions.
  • Override GameMode's pawn selection using loadout's chosen class.
  • Spawn weapons and perks from loadout in character BeginPlay.

Summary

The video concludes the Unreal Engine 5 multiplayer lobby series by demonstrating how to transmit complex loadout information—from weapon choices to character class—between the lobby and the game session. The instructor builds a dedicated FPlayerLoadout struct, adds it to the PlayerState, and leverages copy‑properties replication to avoid handling each field individually. Key steps include exposing SetLoadout and GetLoadout Blueprint nodes, replicating the struct when needed, and wiring server‑side custom events to store the data. The tutorial then shows how the GameMode’s GetDefaultPawnClassForController function can be overridden to read the chosen character class from the loadout, bypassing the default pawn assignment. A practical example swaps a first‑person pawn for a third‑person one simply by changing the struct’s default class value, confirming that the system works without UI widgets or GameInstance round‑trips. The presenter also notes that weapons and perks can be spawned in the character’s BeginPlay by reading the same loadout data. For developers, this approach centralizes player configuration in a single replicated struct, simplifying lobby‑to‑game data flow and reducing reliance on ad‑hoc saving mechanisms. It demonstrates a clean, Unreal‑native pattern for extending multiplayer lobbies with rich player customization.

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