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I’ve sketched out a fast-paced multiplayer concept and now need a solid Unreal Engine 5 foundation my team can safely expand. The core of this first milestone is a small but fully networked prototype centred on combat mechanics. What I will hand over • A short design brief spelling out movement, weapon feel, and reference videos for pacing and camera. • Greybox sketches for the initial arena-style map. What I need back 1. A replicated character controller (third-person or first-person is fine as long as it mirrors authority rules you set). 2. Basic matchmaking: a lightweight listen-server or similar approach that lets 2–8 players find or host a game in one click. 3. One playable map built from my greybox, optimised for quick rounds and clear sight-lines. 4. Clean, well-labelled Blueprints or C++ (your choice, but keep the graph or code readable and modular). 5. A brief implementation document showing where authority resides, how replication is handled, and exactly where to plug in new abilities, weapons, or movement features. Acceptance criteria • Clients stay in sync under normal latency (tested at 120 ms round-trip). • No “owning client” exploits—server validates combat hit events. • Joining mid-match reliably spawns the player with correct state. • All Blueprint nodes / classes or C++ files are commented enough that a mid-level Unreal dev can extend them without reverse-engineering. Key tools & tech: Unreal Engine 5, Online Subsystem (native or Steam sockets), Blueprints and/or C++. If this pilot build feels stable and readable, I’m ready to commission additional mechanics and maps straight away. Let’s get this prototype running!
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Hello, As a result of a detailed review of your project requirements, I fully understand the scope and expectations. I have experience with Unreal Engine 5 multiplayer architecture, replicated gameplay systems, Blueprints/C++, and server-authoritative combat foundations. In my opinion, the key challenge is building replication correctly from day one so movement and combat stay responsive while the server remains authoritative and prevents client-side hit exploits. I would structure the prototype around a replicated Character/Pawn, server RPC validation for firing and hit events, replicated health/state, reliable mid-match spawning, and clear separation between local prediction and authoritative results. For matchmaking, I can implement a lightweight listen-server flow using Unreal’s Online Subsystem, with Steam integration if required. I’ll also build the greybox arena with network performance and sight-lines in mind, test under simulated ~120 ms latency, and keep all Blueprint graphs/C++ classes modular and documented so new weapons, abilities, and movement systems can be added cleanly. A couple of quick questions: • Do you prefer Blueprints, C++, or a hybrid approach? • Should the first prototype use Steam sessions or Unreal’s native Online Subsystem only? Best regards, Carlos
$500 USD in 10 days
4.6
4.6

Your requirement for a networked character controller that adheres to authority rules immediately brings to mind the robust replication system within Unreal Engine 5. I've successfully implemented similar authoritative character movement, ensuring seamless client-server synchronization and predictable combat interactions in past multiplayer projects, which directly addresses your need for a "solid foundation." My approach will leverage UE5's built-in replication features for character movement and combat state. I’ll start by establishing a clear authority model (likely server-authoritative) and then implement the core movement inputs and physics, ensuring they replicate correctly across clients. For matchmaking, I'll use UE5’s Session Management system, focusing on a lightweight listen-server implementation as requested, avoiding complex dedicated server setups for this initial prototype. The plan involves iterating on movement responsiveness and weapon feedback based on your design brief and reference videos. Could you clarify if the combat mechanics should prioritize projectile-based or melee-based interactions for this initial prototype? Also, regarding the matchmaking, is the goal to allow players to easily host and join games directly from the in-game menu, or is a more basic lobby system acceptable at this stage? I’m eager to discuss these details further and ensure this prototype is exactly what you need to move forward.
$616 USD in 21 days
4.2
4.2

Hello, I reviewed your UE5 prototype requirements, and the core challenge is establishing a server authoritative combat foundation where movement, hit validation, player state, and replication remain reliable as the project expands. I would build the character controller and combat logic around clear authority boundaries, implement lightweight 2 to 8 player matchmaking, convert the greybox into an optimised arena, and keep the Blueprints or C++ modular enough for new weapons and abilities. I have worked on similar Unreal Engine multiplayer prototypes and can share relevant examples once we connect in chat.
$250 USD in 1 day
3.8
3.8

Thank you for sharing the details of your UE5 combat multiplayer prototype. I’m excited to help you lay a solid foundation that meets your performance, replication, and extensibility needs. I propose to deliver a clean, modular character controller, a reliable one‑click matchmaking system for up to eight players, an optimized arena map based on your greybox sketches, and comprehensive documentation that clearly outlines authority logic and future plug‑in points. My approach will prioritize low latency sync, strict server‑side hit validation, and seamless mid‑match joins, ensuring a smooth experience at 120 ms round‑trip. I’ll provide well‑commented Blueprints or C++ code, a brief implementation guide, and a short design brief covering movement, weapon feel, and pacing references. With a strong focus on readability and maintainability, you’ll be ready to expand the prototype into a full-fledged multiplayer title. I look forward to discussing the specifics and starting the development process.
$250 USD in 7 days
3.3
3.3

I’d build the prototype around server-authoritative combat from day one, so the 120ms latency test and anti-cheat requirements are handled at the architecture level—not patched in later. For the first milestone, I’d structure it as: UE5 replicated character/movement with clear client prediction + server authority 2–8 player matchmaking/hosting with reliable join-in-progress Server-validated weapon fire, traces/hits and damage Your greybox converted into a compact arena with clear sight-lines and fast rounds Modular Blueprints/C++ so new weapons, abilities and movement can be added without reworking the core Short implementation notes covering authority, replication flow and extension points I’ll test the prototype under simulated ~120ms RTT and specifically verify late-join state, combat validation, replication consistency and reconnect/hosting behavior. One question: do you already have a preferred target platform/online backend (Steam OSS, EOS, or native sockets)? If you can share the design brief + greybox, I can review them and outline the exact replication structure before starting.
$500 USD in 15 days
3.1
3.1

I appreciate the clarity and depth of your project outline, indicating a thoughtful approach to your multiplayer combat prototype. I have successfully developed similar UE5 projects, focusing on robust networking and user experience, ensuring players can seamlessly engage in multiplayer environments. Your goal of creating a stable, networked prototype is pivotal for the expansion of your team’s capabilities and future mechanics. I can deliver a replicated character controller, lightweight matchmaking, and a playable map, all while adhering to your outlined specifications. My expertise in Unreal Engine 5, particularly in security and performance optimization, allows me to ensure smooth gameplay and protect against exploits. Could we discuss the specific combat mechanics you envision to better align our efforts? Best regards, Foraxis
$550 USD in 7 days
1.7
1.7

Hi, I am a software engineer with over 16 years of experience building real-time systems, multiplayer gameplay, and maintainable C++ architectures. For this UE5 milestone, I’ll create a clean server-authoritative combat foundation with replicated movement and state, validated hit events, reliable join-in-progress spawning, and simple 2–8 player hosting and discovery. I’ll turn your greybox into a playable arena, keep the Blueprint/C++ structure modular for future weapons and abilities, and test synchronization using simulated 120 ms latency. The handover will include commented source plus a concise guide covering authority, replication, extension points, and session flow. Which target should the first build prioritize: Steam sessions or UE’s native Online Subsystem? I’d be glad to discuss the combat brief, UE version, and delivery details.
$300 USD in 14 days
0.0
0.0

I can build the Unreal Engine 5 multiplayer foundation you’re looking for, with the prototype designed from the beginning to be stable, server-authoritative, and easy for your team to expand. I’ll implement the replicated character controller with clear authority ownership, synchronized movement/combat state, and proper server-side validation. Combat events will be validated by the server rather than trusting the owning client, helping prevent common multiplayer exploits and keeping the architecture suitable for future competitive mechanics. For multiplayer, I can set up a lightweight 2–8 player host/join flow using Unreal’s networking/Online Subsystem approach, with reliable player spawning and state synchronization when clients join an active session. I’ll also build the initial arena from your greybox while keeping sight-lines, movement flow, and quick-round pacing in mind. I’ll keep the project organized using modular Blueprints and/or C++ where appropriate, with clearly named classes, functions, variables, and comments so another Unreal developer can understand and extend the system without having to reverse-engineer it. The implementation documentation will specifically cover: • Server/client authority and ownership • Replicated variables and RPC flow • Combat and hit validation I’ll also test the multiplayer prototype under simulated latency, including the requested ~120 ms RTT, and address synchronization issues discovered during testing
$300 USD in 7 days
0.0
0.0

With a deep rooted background in Full Stack Development, specializing in modern, fast, and scalable applications, I am confident that I can deliver all the requirements of your project. My proficiency in Unreal Engine 5 combined with my extensive knowledge in Online Subsystem (native or Steam sockets), Blueprints and/or C++ aligns perfectly with the key tools and tech needed to execute your vision for this UE5 Combat Multiplayer Prototype. My approach is centered around clean, maintainable code that is easy to comprehend and ultimately efficient. These traits are especially vital for a game developer as they aid in facilitating replication of characters, handling authority rules and managing player-combat events without compromise- qualities you've specifically outlined as necessary. Joining mid-match and spawn consistency won't be a concern under my watch. In addition to my technical expertise, I pride myself on my communication skills - an attribute highly needed when collaborating on complex projects such as yours. When we partner for your prototype, expect sincere commitment not only to meeting deadlines but also to offering indefinite support as you require further development. Let’s get started!
$260 USD in 3 days
0.0
0.0

Hi, New on Freelancer — 20 years of development experience behind us. We're taking our first few projects here at a fraction of our normal rate purely to build our review history. You get senior agency work at junior pricing; we get a review. Straight trade. Given the fast-paced nature of your multiplayer concept, ensuring low-latency synchronization between players will be crucial in Unreal Engine 5. I would start by setting up a robust networking architecture to handle real-time data exchange efficiently. Can you share more about the specific features or mechanics you envision for the first milestone?
$500 USD in 7 days
0.0
0.0

Before you hire anyone, give me 60 seconds to show you how I can make this project easier for you. I don’t believe in sending generic proposals or overcomplicating a job. My approach is simple: understand exactly what you need, recommend the best way to achieve it, and deliver a professional result you’ll be happy to use. I specialize in Unreal Engine development and have a solid track record in creating multiplayer prototypes. For your combat-focused UE5 project, I will ensure a robust foundation with: 1. A replicated character controller tailored to your authority rules. 2. Basic matchmaking for seamless game hosting and joining. 3. A playable map based on your greybox sketches, optimized for quick rounds. 4. Clean, modular Blueprints or C++ with clear documentation for easy extension. 5. Implementation documentation that covers authority, replication, and integration of new features. You can expect clear communication, a thorough understanding of your brief, and a professional approach to meet your acceptance criteria. Send me your project details, and I’ll share my approach—no obligation. If you want to see similar work I have done just drop me a message and I’m happy to share it with you. Kind regards, Shain Founder | WWD Digital Solutions You have nothing to lose. If we’re not the right fit, you’ll still receive a FREE professional consultation to help point your project in the right direction—no obligation. ?
$300 USD in 7 days
0.0
0.0

Drawing from my extensive experience in game development and proficiency in Unreal Engine 5, I am ready to shape your ambitious multiplayer prototype into a thrilling reality. Your project’s emphasis on combat mechanics, clear sight-lines, and a strong network foundation are all areas that align perfectly with my skill set and past accomplishments. As someone who has built networked games from the ground up, I can assure a stable, fluid experience for clients under normal latency. I believe your project would be most effectively realized through clean, well-labelled Blueprints or C++ code that offers modularity and ease of understanding for future improvements. I am adept at both approaches, allowing me to make decisions based on what would be most advantageous in every situation. Additionally, my strong penchant for documentation can guarantee an insightful implementation document which will not only locate authority and handle replication but will also act as a versatile roadmap for future additions of abilities, weapons, or movement features. Having an informed team player in your UE5 multiplayer prototype endeavor is invaluable. Engaging me leads you down the path of proven expertise, delivery within deadlines, seamless communication for taking on additional mechanics and maps ahead of you. Let’s turn your abstract concept into a fully-functional virtual battlefield."
$500 USD in 7 days
0.0
0.0

Your vision for a fast-paced multiplayer combat prototype in Unreal Engine 5 is compelling, and I understand the importance of building a solid foundation for your team to expand upon. With your design brief and greybox sketches, we can create a robust initial prototype that captures your desired movement dynamics and pacing. I will develop a replicated character controller tailored to your specifications, ensuring it adheres to the authority rules you establish. The matchmaking system will be lightweight, allowing players to find or host games effortlessly. I will build one optimized map from your greybox sketches, focusing on quick rounds and clear sight-lines to enhance player experience. Clean, modular Blueprints or C++ code will be provided, complete with a detailed implementation document that outlines authority, replication, and integration points for future features. Meeting your acceptance criteria is my priority, ensuring clients remain in sync and combat validations occur reliably. By creating a stable, readable prototype, we can pave the way for additional mechanics and maps, aligning perfectly with your vision for future development. Let's create something that not only meets your expectations but sets a new standard for quality. Regards Junaid
$300 USD in 7 days
0.0
0.0

This Project caught my eye, so I had to reach out. The need for a solid Unreal Engine 5 foundation with a replicated character controller and clean, well-labelled Blueprints aligns perfectly with my expertise. I understand the importance of ensuring clients stay in sync under normal latency and preventing “owning client” exploits. New to Freelancer, yet backed by over 10+ years of crafting sleek web, game, and brand solutions. Let’s create something exceptional together. I would love to chat more about your project! Regards, Marco Agrela
$400 USD in 7 days
0.0
0.0

I’m interested in helping you develop your multiplayer game and can contribute to both **gameplay programming and multiplayer system implementation**. ### My Experience I have worked on several game projects involving gameplay systems, multiplayer development, AI, combat, quests, inventory, and other core game mechanics. For Unreal Engine projects, I have experience with technologies and systems such as: * C++ * Gameplay Ability System (GAS) * Gameplay Effects & Gameplay Cues * Behavior Trees * State Tree * Replication * PlayerState / GameMode / GameState * Online Sessions * Unreal Engine networking * Git / Git LFS I can also take a **Lead Programmer / Technical Programmer** role when needed, helping define the technical approach, break down features into tasks, and coordinate implementation. ### Working Approach My preferred workflow is: 1. Understand the game's current architecture and multiplayer requirements 2. Identify the scope and technical risks 3. Break features into clear and manageable tasks 4. Implement and test the systems 5. Test multiplayer behavior with multiple clients 6. Fix networking and gameplay issues 7. Document important technical decisions I focus on writing code that is **maintainable, scalable, and easy for other programmers to continue working with**. I’d be happy to discuss your project, current development stage, multiplayer architecture, and the specific features you need help with.
$700 USD in 14 days
0.0
0.0

Hello, I reviewed your project and I'm confident I can deliver exactly what you're looking for. I specialize in building modern, responsive, and scalable web solutions, and I have a solid background in Unreal Engine development. I can create a robust multiplayer combat prototype that meets your specifications. Here's what you'll receive: • A replicated character controller that adheres to your authority rules • Lightweight matchmaking for 2-8 players • A playable map built from your greybox sketches, optimized for quick rounds • Clean, maintainable Blueprints or C++ code • A brief implementation document outlining authority and replication details I’ve worked on projects similar to yours, including the Elevate Digital Social Media Management Platform, which emphasizes clean code and streamlined functionality. I'd be happy to discuss your requirements and suggest the best solution before we begin. Looking forward to working with you. Best regards, Waazo1 I have done similar work: Shadowfall Rebellion – Game Studio Website Design
$400 USD in 7 days
0.0
0.0

Hello, I'm an experienced game developer specializing in simulation mechanics and PC game development. My background includes designing and implementing complex gameplay systems in Unreal Engine, with strong proficiency in C++ and a solid understanding of user experience and interface design. I have worked on simulation and strategy projects where clarity, performance, and player engagement were key, and I am confident in my ability to deliver a polished, production‑ready simulation game tailored to your requirements. I would be glad to share my portfolio showcasing similar Unreal Engine projects, including simulation prototypes and gameplay systems. Could you provide more details about the scope and core features you envision for this Combat game?
$350 USD in 7 days
0.0
0.0

Hi! I’d love to help with your project. I’m a developer with experience in Unreal Engine 5 and a strong background in multiplayer game mechanics. My goal is to create a robust foundation for your combat prototype that your team can confidently expand upon. I understand the importance of clear communication and collaboration, and I’m committed to delivering a well-structured character controller, efficient matchmaking, and a playable map that aligns with your greybox sketches. I will ensure that the Blueprints or C++ code is clean and modular, making it easy for your team to implement new features as needed. Your project sounds exciting, and I'm eager to bring your vision to life. Let’s discuss the details further and get this prototype running smoothly. Looking forward to hearing more about it! Best, DMulder711
$400 USD in 7 days
0.0
0.0

Hello! C++ for the core replicated framework (character controller, GameMode/GameState, hit validation) and Blueprint-inheritable layers on top for weapon data, pickups, and other designer-facing tweaks is best choice in this case giving modular, easy-to-extend base. The character controller will be server-authoritative from the start, using client-side prediction with server reconciliation for movement and server-validated line traces or sphere sweeps for combat hits, so there's no "owning client" exploit path and clients stay synced. For matchmaking I'll build a lightweight listen-server session flow on the Online Subsystem (Steam with a LAN/Null fallback for testing) with a simple one-click host/join lobby, plus a GameSession/PlayerState setup that lets mid-match joiners spawn immediately with correct health, score, and round state. By request it could be done with usage of already existing plugin solutions. I'll stress-test sync and hit validation using simulated 120 ms latency, including late-join, disconnect, and owning-client exploit attempts, before calling anything done. Estimated timeline is around 12 working days. As part of deliverables, I can send progress demos along the way every few days so nothing surprises you) And, of course, everything will be cleanly organized and commented, both Blueprint graphs and C++ classes) Bests!
$500 USD in 12 days
0.0
0.0

As a dedicated and passionate game development team, we at KosmicPlayLabs are excited to bring your vision to life. Equipped with a strong foundation in Unreal Engine 5, we have the technical expertise and proven skills to deliver a robust and reliable multiplayer prototype that's tailored to your exact specifications. One of our key strengths lies in clean and optimized code, ensuring not only fast-paced gameplay but also seamless replication across all players in the network. We prioritize proper authority handling and validation to eliminate any potential "owning client" exploits, ensuring fair and balanced combat mechanics for everyone involved. Additionally, our communication is professional and efficient - we understand the importance of clear updates and adherence to deadlines. We also offer tailored solutions catered to your unique needs, which includes detailed documentation that outlines where authority resides, how replication is handled, and clear instructions on how to implement new features or mechanics into the project. Our commitment doesn't just end with the delivery of the first milestone; if this pilot build proves stable and readable, we are eager to continue transforming your vision into reality with additional mechanics and maps. Give us a shot and let’s work together in bringing your dream UE5 multiplayer concept into existence!
$700 USD in 18 days
0.0
0.0

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