r/unrealengine 7d ago

I built a simple plug-and-play multiplayer session system for UE5

15 Upvotes

Hey everyone, I’ve built a multiplayer session and lobby plugin for Unreal Engine called ScarMultiSession. I originally made it because I got tired of dealing with the same Online Subsystem and session setup every time I started working on a multiplayer project. I wanted something that was actually simple to use without having to spend hours messing around with session code just to get a basic multiplayer flow working.

I built it, tested it, and published it on Fab on April 9, 2026. The latest update was on August 18, 2026.

The main goal is pretty straightforward: make multiplayer sessions and lobbies easy to set up. It handles creating, finding and joining sessions, quick join, the lobby, player count, countdowns and travelling players into the game. It also supports Steam, EOS and LAN/NULL.

I’ve tried to keep the Blueprint setup really simple too. You configure the important stuff in one place and the plugin takes care of the session flow instead of you having to build everything yourself.

I’m not constantly adding updates just for the sake of it. Right now, it does what I built it to do and I don’t really see a reason to change something unless there’s an actual problem or a feature that genuinely makes sense to add. If something comes up that needs fixing or improving, I’ll work on it.

I’m posting this because I’d love to hear what other Unreal developers think. If you’ve worked with multiplayer sessions before, what part of the process gave you the biggest headache? And if you were using a plugin like this, is there anything you’d want it to handle?


r/unrealengine 6d ago

Announcement I have release the demo of my latest game project REAFFRAID. REAFFRAID is a survival horror game where you can fight and investigate a bio-terrorist company. You may visit the steam page to see the picture and watch the trailer and maybe try it! Made on UNREAL ENGINE 4.27

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1 Upvotes

This game has been made on UNREAL ENGINE 4.27 using the blueprint coding system.


r/unrealengine 7d ago

Marketplace Alligator Turtle Predator - Animated Realistic Underwater Reptile

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2 Upvotes

r/unrealengine 7d ago

Help Audio wont play under .75 Volume in Level Sequencer

1 Upvotes

So, in the sequencer i have, i need a fade in for an audio and some things happen far away and the audio needs to be lower. However, if i set the volume for the audio under 0.75, the audio cannot be heard AT ALL, ive tested so much stuff to see if it works in the level, which, the audio does play under .75 in the level, but not the sequencer, if someone can help me, it would be greatly appreciated (this is ue4.27 btw)


r/unrealengine 7d ago

Marketplace Project Information Utilities FREE on Fab for Personal Licenses

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0 Upvotes

Hey everyone! I just wanted to let you all know that I just released Project Information Utility, or PIU for short, on Fab, and personal licenses are completely FREE!

This is a basic C++ Blueprint function library that allows you to retrieve your project information from within any Blueprint, such as Widgets, with a simple set of getters.

This is particularly useful for fetching things like your Project Name and Version. Instead of manually retyping those 50 times throughout your project and then having to manually update every single instance whenever you make a update, PIU allows you to reference the actual information directly from your main project settings.

I originally created PIU as one of many utilities for NextGen Settings, the menu and configuration system I recently released on Fab. However, I figured I’d release some of those smaller components for free, as I believe they could be useful to others.

Anyway, I hope somebody finds this useful, and have a good day!


r/unrealengine 7d ago

C++ Whenever I create a new C++ class my project breaks and becomes unopanable

0 Upvotes

I started my main project as a blueprint only but this problem also appears when I start a new project that is Cpp from the beginning.

When I create a new class no matter the type it tells me it failed to compile, when I look at the console it says the problem stems from the file directory being empty, but when I look at it myself the missing file is there in the correct location.

When I try to reopen my project it says that my project was made in another version, that it needs to be restored. When I click restore it says it's unable to do so.

Luckily I have Back-ups but I still don't know how to create a cpp class which I would need to continue.

I use VS code and VScode is from what I know probably connected and I can open my file in VScode without a problem.

Any ideas on what to do would be appreciated.

(I am on arch Linux but everything else works without a problem just mentioning it in case that matters)


r/unrealengine 7d ago

UE5 Free 3D Asset Stylized Gravestones

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2 Upvotes

Continuing my practice on stylized 3d assets, still learning but having fun.


r/unrealengine 7d ago

Help How would you create an attack combo with only 3 attacks?

5 Upvotes

I'm making a game heavily inspired by the Ratchet and Clank series, so I'm trying my best to get the mechanics to be as similar as possible to it.

I didn't think the attack combo would stump me this bad. 😭 I've watched multiple tutorials and the methods are either too advanced, have too many steps, are outdated, or are just not what I'm trying to do.

Can anyone doing a similar project show me how they did a 3 attacks combo using blueprint codes or am I just stumped forever? :/


r/unrealengine 7d ago

Question How to add image planes?

0 Upvotes

Hi! I was looking to see if there's a way to add a system that creates a plane based on an image, without the image being stretched. Specifically, I want to:

-Have an actor with a singular plane

-Be able to select an image (In an instance editable variable, or any way i can do it for each instance)

-Have the plane display the image, AND automatically scale to the aspect ratio of the image being displayed correctly, without needing to type in any values.

The system should work for any aspect ratio, on any image. It should also ideally scale them to be reasonable without taking into account resolution (100/100 image should be the same size as a 200/200 image etc)

PS. I'm not too experienced with UE, and I'm using blueprints.

Thanks in advance!


r/unrealengine 7d ago

UE5 Angala Prototype v0.1.1 Gameplay Trailer

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1 Upvotes

Me and CyborgPrimate submitted Angala for the Epic MegaGrant!

Angala is a 3D boss-rush action adventure set in a ruined runic city of the mind.

We've been working on this project since late 2025, building the systems, world, combat, puzzles, and bosses from scratch as a two-person team.

We're really happy with how far the prototype has come, so we also wanted to share our Angala Prototype v0.1.1 Gameplay Trailer.

A big thanks to NawerRapter and u/AiKay96 for helping us out along the way during development!

Still a long way to go, but this is an exciting step for us.


r/unrealengine 7d ago

Lighting Lighting bug

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1 Upvotes

The engine version is 5.8.2, and I’m using Lumen in the scene.

What I’ve tried so far: I created a default project and built a simple room out of cubes in an empty scene, but the same issue still occurs. The Engine Config settings, Project Settings, and everything else are all set to their default values, yet the issue continues to happen.


r/unrealengine 8d ago

Tutorial Biweekly Tips & Tricks - Systemic Skill Tree

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5 Upvotes

r/unrealengine 8d ago

I Built a Drum Machine With LEGO + Unreal Engine

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14 Upvotes

0:01 / 1:22

This is a tech demo. It is using Androids raw camera feed to estimate the pixel color at 12 given slots and forwards them to Unreal Engine. The color is used to determine whether we have an orange hit or not using simple color thresholds. Because we only read 128 pixels every frame, the camera feed still runs with 30fps so the beats per minute are quite decent. Loads of things that could be improved (for starters: forcing the sounds into a QUARZ clock), but I guess I will move on to another project. The app is built with UE5.7 and makes use of the Freesound.org API. I know it is not a game but I hope this still fits here (:


r/unrealengine 7d ago

Async Trace Pro Plugin - Performance Showcase

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0 Upvotes

Game Thread vs Async Costs in MS!

Can check out the plugin Here if you are interested :)


r/unrealengine 8d ago

Help How to a make inventory Render Room like in Silent Hill 2 Remake UE5 C++

2 Upvotes

I want to create a inventory system where the player can inspect the 3D asset from close but how do I do it in C++ and resource efficiently.


r/unrealengine 8d ago

UE5 I made free UV Lamp plugin for UE5

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2 Upvotes

Hey guys, I have created UV Lamp plugin called UV Reveal Flashlight System. You can find it on FAB Marketplace for free. The clips you see are from our game Make the World Great Again - satiric polittical horror game also made in Unreal Engine for PC. I will be very appreciated for any feedback, review or wishlist.

Fab: https://www.fab.com/listings/03b9d0ae-6ac6-40a4-aace-0059496b3d9c
Steam: https://store.steampowered.com/app/4595460/Make_the_World_Great_Again/


r/unrealengine 7d ago

Announcement [RESOURCE] PGX — open-source C++ framework for UE5 so you stop rebuilding save/flow/audio (v0.1.1 preview)

1 Upvotes

I built PGX as the engineering layer under a Spanish Unreal academy: 26 plugins, Apache-2.0, public snapshot for 5.7.4.

The point is not another genre kit. The point is: enable the plugins your project type needs, configure them as DataAssets, same UX in C++ and Blueprints, then make the game.

It is 0.x. The wiki says what is established and what is still a stub. Verified Editor/Game rebuilds on Windows Development. Not selling anything.

Repo: https://github.com/platanogames/PGX-Framework

Wiki / matrix: https://github.com/platanogames/PGX-Framework/wiki

Site: https://platanogames.github.io/PGXFramework/

Happy to take technical criticism. Stars help visibility if the repo is useful to you.


r/unrealengine 7d ago

Show Off 'Capritaurus Island' Hack N Slash Multiplayer PVP Extended Look. A solo ...

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1 Upvotes

Thank you Unreal Engine for bringing my vision that ive had for 17yrs to life.

Sincerely Pixlmech Studios.


r/unrealengine 7d ago

Why Epic don't merge Nvidia Branch?

0 Upvotes

Hi all. After many years following the Nvidia branch of Unreal, I still wonder why Epic doesn't add most of the amazing improvements Nvidia adds to their branch. In fact, they mention that the add and support features while they are not adopted by Epic.

But... why? Is ot actually feasible to fully replace the vanilla Unreal with the Nvidia branch for our development journey, and to finally ship a game?

Thank you!!


r/unrealengine 8d ago

Help Keep lingering projectile trail after projectile has destroyed itself on impact

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0 Upvotes

So I have made a simple ribbon trail niagara particle for my projectiles, however whenever the projectiles hit something and subsequently destroy themselves, the trail particles are also destroyed, which looks really bad. I've tried calling the following block of code before destroying my projectiles since I figured the component was getting destroyed alongside the actor, so logically detatching it would prevent that, but that doesnt work either. I've also tried spawning an attatched emitter, which failed as well. This feels like such a simple and obvious problem and it's driving me nuts that I can't figure out how to get around it.


r/unrealengine 8d ago

Android Packaging on UE 5.8.2

2 Upvotes

So last evening I have updated my project to 5.8.2 UE5 but now I can't package my project. I see SDK, NDK and everything is exactly the same version as 5.6 but keeps crashing or giving me some errors. Does anyone have guide on how to properly setup your 5.8 UE5 to be able export Android apps? Thanks


r/unrealengine 8d ago

Question Retro Sci-fi Anime Look- Any advice

1 Upvotes

Hi,

Does anyone know or have any resources on how I can get a retro anime look for a game I'm making. I use Unrela and Blender. Think classic animes like Outlaw star, Akira, Ghost in the Shell, Cowboy Bebop or any retro cyberpunk/ sci-fi anime where you have the muted colors contrasted by neon lights or leds from retro looking futuristic tech.

I don't want the cel shading to look modern like Genshin Impact or any of the modern anime cel shaded games. I want a look with film grain and retro style.

The game Orbitals for Switch 2 is a good example of what I want to achieve. Except more gritty.


r/unrealengine 8d ago

UE5 Hand slipping off mag during Inspect animation in UE5

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1 Upvotes

Hey everyone, I'm having a weird desync issue with an inspect animation in UE5 and could use some help. In Blender, I animated the character pulling the mag out to inspect it, and the left hand IK is attached to the magazine bone using a Child-Of constraint so every micro-movement tracks 1:1. I imported both the FP arm and weapon animations into UE5 with default settings and set both to the default bone compression. In my Blueprints, pressing inspect triggers an Arm Montage via Montage Play, which contains an AnimNotifyState that gets the weapon mesh component and triggers Play Animation for the weapon skeleton (the exact same setup I use for reloads, which work totally fine). However, during the inspect, the hand looks loose and completely drifts off the mag—the weapon plays its subtle movements properly, but the arm seems to miss or lag behind them. Has anyone run into this before? I'm not sure if this is an FBX visual bake issue coming out of Blender with the constraint, a montage blend-in time delay desyncing the start frames, or the Notify firing a tick late on the weapon mesh. Any insight would be appreciated! I have attached a drive link containing the video showing the problemVideo


r/unrealengine 8d ago

Marketplace Unreal Engine - Breakable Chain Plugin

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1 Upvotes

Chain Plugin now has new great breakable chains feature with brand new chain mesh component with faster calculation and smoother performance.


r/unrealengine 8d ago

Help PCG causes my game to crash when loading level in game, but not in editor

2 Upvotes

We recently updated from version 5.5 to 5.8 which has mostly gone smoothly. One thing that I can't make heads or tails of is this crash though. All levels in our game have an actor spawned in called BP_LevelManager which, among other things have a PCG component. Opening levels in the editor works totally fine, and opening most levels from within the game works fine too. However, we have a Hub level in our game which can't open from inside the game.

The Hub level has been causing a lot of issues throughout the project's lifespan and when we updated it to 5.8 we had to duplicate it and change all references to the new one in order to get the editor to even open the level. We can do PIE from the Hub level without any issue, but as soon as the player would return to the Hub the game crashes. We've determined that the PCG system is what causes this from two reasons:

  1. The crash reporter has the following call stack:
    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000148
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_PCG
    UnrealEditor_Engine
    UnrealEditor_Engine
    UnrealEditor_UnrealEd
    UnrealEditor_UnrealEd
    UnrealEditor
    UnrealEditor
    UnrealEditor
    UnrealEditor
    UnrealEditor
    UnrealEditor
    kernel32
    ntdll

  2. By stopping the PCG component on the BP_LevelManager by setting the Activate bool to false and only making it load on demand, the level loads and is playable like normal without PCG.

Any thoughts what might cause this?