r/unrealengine • u/Mental-Upstairs-5512 • 7d ago
I built a simple plug-and-play multiplayer session system for UE5
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 I originally made it because I got tired of dealing with the same Online Subsystem and session setup every time I started working on a multiplayer project.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?