NETWORK ARCHITECTURE
The framework is modular by construction: gameplay systems are components and data assets rather than subclasses, so a new weapon, game mode or HUD element is a configuration change instead of an inheritance chain.
Epic Online Services (via EIK) handles peer-to-peer matchmaking, lobby management and authentication. Persistent data lobbies keep a party together on the main menu without an active server IP, and the C++ subsystem binds the Epic social overlay so an accepted invite pulls a player straight into the host's party.
Everything that affects the outcome of a fight is validated server-side. The client is allowed to be optimistic — it traces locally the instant you pull the trigger — but the server re-runs that shot against rewound hitboxes and has the final say.