title: UE4 Custom Dedicated Server (collision, hitboxes)
body: <p>So I am currently developing a custom dedicated server in UE4 from scratch. I use RakNet as a networking engine and want to achieve the typical dedicated server that can manage adding players to the world, hitboxes, collision and verifying packets in general. What I mean by verifying here is e.g. if the server receives a movement packet it can decide whether the packet's sender can move there or not. I see the biggest trouble in verifying the e.g. movement packets and hitboxes because the server has to have access to the world and collision methods of unreal which I don't know how to do from scratch. Is it possible to get the base server from UE4 and equip it with your own networking engine and packet handling? Or is there a better way to achieve my goal?</p>