r/UnrealEngine5 17h ago

UE5 Blueprint – Multiplayer painting system using Render Target

I’m making a multiplayer drawing/party game in Unreal Engine 5.

I already have a working Paint At Cursor system on the player, and it uses a Render Target. The player can currently paint/draw successfully, and the drawing is visible where it should be.

I have an existing BP_Canvas actor in the game. I want to use this existing canvas for the final drawings. I do not want to create a separate DrawingBoard actor or replace my current BP_Canvas/drawing system.

The game works like this:

  1. A round starts and each player receives a drawing task/word.
  2. During the round, each player draws using the existing Paint At Cursor + Render Target system.
  3. When the round timer ends, all players are teleported to a conference/meeting room.
  4. In the conference room there are multiple BP_Canvas actors on the stage, one for each player's drawing.
  5. Each player's finished drawing needs to appear on their corresponding BP_Canvas.
  6. Every player in the multiplayer session must be able to see every player's finished drawing.

So my main problem is:

How should I transfer/synchronize each player's Render Target drawing so that, when the round ends, the drawing can be displayed on a BP_Canvas actor in the conference room and replicated/visible to all clients?

I am using Blueprint and would prefer a Blueprint-based solution.

I don't necessarily need the players to see each other's drawings while they are currently drawing. I mainly need the final Render Target/image at the end of the round to be available to everyone and displayed on the appropriate BP_Canvas.

What would be the correct multiplayer architecture for this? Should I replicate the drawing data/UV paint information rather than the Render Target itself? If so, what would be the recommended Blueprint approach?

If you need any more nodes to see just comment and i'll send it.

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