RollbackNet
GGPO-style rollback netcode for Unreal - deterministic sessions, spectators and sync-test for fighting-game-grade play.
Highlights
RollbackNet delivers tournament-grade rollback networking. Built on the proven GGPO model, it keeps fast-paced peer-to-peer games responsive by predicting inputs and rolling back mispredictions invisibly.
RollbackNet implements the GGPO model: exchange inputs peer-to-peer, predict remote inputs to keep the game responsive, and roll back and re-simulate the handful of frames where prediction missed - invisibly to players. Session nodes cover local players, remote peers and spectators; sync-test mode deliberately rolls back every frame to expose determinism bugs while you develop; and network stats keep quality measurable.
This is the netcode fighting games, platform fighters and other twitch-precise genres demand. If your gameplay lives or dies on frame-perfect inputs - versus fighters, sports arcades, retro-style competitive games - rollback is the difference between 'plays fine locally' and 'plays fine online'.
RollbackNet is part of the Alpha XP networking collection for Unreal Engine 4.27-5.0+. Every feature is exposed to both Blueprints and C++, ships with styled HTML documentation, and follows one consistent API style across the whole collection. The plugin is compiled and verified against a clean UE 4.27 project, comes with a utility node pack (hashing, GUIDs, timestamps, tokens, validation), and is maintained under the Alpha XP brand with documentation hosted online.
Key Features:
- Rollback/prediction netcode core
- Deterministic session synchronization
- Spectator sessions
- Sync-test mode for desync hunting
- Network stats and endpoint helpers
- Utility node pack: CRC32/MD5/SHA-1 hashing, GUIDs, timestamps, random tokens and hostname validation
Full documentation: https://demo.alphaxp.net/FabStore/Network/RollbackNet/
Support: https://alphaxp.net/
Technical details:
Code Modules:
- RollbackNet (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 6
Network Replicated: Yes
Supported Development Platforms:
- Windows: Yes
- Mac: No
Supported Target Build Platforms: Win64
Important/Additional Notes: Built for Unreal Engine 4.27-5.0+. Developed and maintained by Alpha XP.
Everything included
- Rollback/prediction netcode core
- Deterministic session synchronization
- Spectator sessions
- Sync-test mode for desync hunting
- Network stats and endpoint helpers
- Utility node pack: CRC32/MD5/SHA-1 hashing, GUIDs, timestamps, random tokens and…
Platforms
Requirements
- Unreal Engine 4.27 and 5.7, 5.8
- Develop on Windows
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key — 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 4.27 and 5.7, 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review RollbackNet — reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal — One non-commercial project. Commercial — Ship paid products. Extended — Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes — paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features → In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
More like this
AudioLens
Real-time audio analysis: FFT spectrum, onset and beat detection, and a full set of time- and frequency-domain descriptors..
★★★★★ No reviews yetTTechHarbour$14.00NewBlueprintTCP
BlueprintTCP lets you connect to any TCP server and exchange data entirely from Blueprints — no C++ and no networking boilerplate.
★★★★★ No reviews yetTTechHarbour$12.99NewBluetoothLink
Bluetooth Low Energy for Unreal - scan, connect, read, write and subscribe to BLE devices on Android and iOS.
★★★★★ No reviews yetTTechHarbour$11.99NewClusterLink
SocketCluster realtime client for Unreal - pub/sub channels, auth engine and JSON codec, usable from Blueprints.
★★★★★ No reviews yetTTechHarbour$11.99