Templates built for UE 5.3 often break in UE 5.4+. Look for:
A scriptable-object-driven system that manages item definitions, container capacities, and durabilities.
┌─────────────────────────────────────────────────────────┐ │ Client Interaction (Input) │ └────────────────────────────┬────────────────────────────┘ │ ▼ ┌─────────────────────────────────────────────────────────┐ │ Network Wrapper / RPC Request Sent │ └────────────────────────────┬────────────────────────────┘ │ ▼ ┌─────────────────────────────────────────────────────────┐ │ Server-Authoritative Check (Inventory/Building) │ └────────────────────────────┬────────────────────────────┘ │ ▼ ┌─────────────────────────────────────────────────────────┐ │ State Synchronized Back to All Clients │ └─────────────────────────────────────────────────────────┘ Syncing Non-Deterministic Systems
A major point of confusion for new users is understanding exactly what is and isn't synced over the network. It's crucial to know that not every single gameplay element is automatically synced. Key systems with limited or no synchronization include:




















