Yeah, and the “TLDR” discussion does not help it a bit.
The problem with “not being hacking” and knowing it is not, does not concern just a concept. It concerns WHAT must be done.

If you keep insisting on calling hacking something that is not hacking, you simply barking on the wrong tree to solve a problem you yourself cant know what it is.

If you complain about a problem saying it is -hacking- it is a matter of knowing where the code allows for an exploit that is NOT INTENDED by the devs, and therefore is doing something they are not mainly intending the system to do. If they dont find it, there is no problem to solve.

If you understand that the problem is something the game DOES DO AS INTENDED, but it is being used in its intended form with implications that make it unfair, it is not the same people, the same troubleshooting and the same solutions to be sought.

A game developer once said: “Players are often right when they say there is SOMETHING WRONG, and often wrong when they say how to solve it”.

Due to thing like that. If you cant go and reproduce what someone is doing, the fact that you cant does not constitute evidence that those who are are using any sort of exploit or “hacking” to do it.

And if you want to talk like people did in the previous closed topics, they should that hacking and exploiting are also two distinct things.

And that is one of the reasons most topics about hacking end up being closed.

People always go down to the road that “anything I cant do myself and other people can is hacking because I know how to do everything the game offers in its intended use”.

One of the simplest, most effective and quick ways to use the game rules to have an advantage of knowing how the game works and using its intended features against those do not know is the way to kill a playing “seemingly” by one hit, using the fact that the game does not really keep the data in sync. So you can use the intended feature that accounts for the impossibility of immediate response in a server populated by different pings in different moments to use the response in order to make a “stealth”.

This is not an “exploit” per se, because you are not exploiting something the game does “wrong” or “badly”, you are using a feature in its intended function to have a net effect that is not “fair”. The same way someone can “cause” rubber banding which is a intended thing the server does, as it does.

Hacking is when you do something in the game that it is not intended to do, by using something that is not intended to work in the game. It is a whole other issue.

The solution to solve the problems that using the shortcomings of the game systems to have advantage would be do what most other games do: Use its own networking systems to prevent people from leveraging their knowledge over how Unreal networking architecture works. If the game does rely on that, and uses it as it is made to be used, it will be left open to be used by someone who knows how it works to their advantage over those who do not.

Any modder that have made any server specific mod using the networking know that. They do not need to have used or even played in a PvP server to know it is not only possible but easy to exploit generic networking in UE to create the exact things people “mythically” think it is a “hacking magic”.

The Youtuber Callum Upton, to cite one, always talk about that specific thing about networking in games and why server games which have no proprietary networking development always will be vulnerable to simple leverage of the “roughness” of pre coded engine networking.

Often, the cited YouTuber explains what I just said to expose game scams and etc. But as a collab with some other YouTubers, due to his specific expertise, he is always commenting on this factor. Networking is the main issue for many game projects, small or big, because very few game houses seek to have an equally skilled networking developer to work in their games.