UE5 Multiplayer Prototype
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m putting together a small but rock-solid Unreal Engine 5 multiplayer foundation and need an experienced developer to handle the first playable slice. The prototype must boot straight into a Listen-server session that supports a Free-for-All ruleset, run a single showcase map, and give every connected player a fully replicated character controller.
I will share a concise design doc plus reference videos to clarify the feel I’m after; your job is to translate that into clean, well-commented C++ that follows sensible network-authority conventions. Please treat peer authority, RPCs, and prediction with care so latency quirks don’t snowball once we expand.
Deliverables
• One UE5 project folder containing C++ source, assets, and the map
• Replicated character movement, input, and basic combat placeholders
• Integrated Listen-server flow (host, join, session teardown)
• Free-for-All game mode class handling score, respawn, and match timer
• Inline comments plus a brief markdown guide showing my team where to plug in new mechanics and how to migrate to dedicated servers later
Acceptance is complete when multiple machines in the same LAN can host, join, play a match end-to-end, and we can extend the mode without touching core networking code.
If this sounds straightforward to you, let’s get started so my team can build confidently on top of your work.
I will share a concise design doc plus reference videos to clarify the feel I’m after; your job is to translate that into clean, well-commented C++ that follows sensible network-authority conventions. Please treat peer authority, RPCs, and prediction with care so latency quirks don’t snowball once we expand.
Deliverables
• One UE5 project folder containing C++ source, assets, and the map
• Replicated character movement, input, and basic combat placeholders
• Integrated Listen-server flow (host, join, session teardown)
• Free-for-All game mode class handling score, respawn, and match timer
• Inline comments plus a brief markdown guide showing my team where to plug in new mechanics and how to migrate to dedicated servers later
Acceptance is complete when multiple machines in the same LAN can host, join, play a match end-to-end, and we can extend the mode without touching core networking code.
If this sounds straightforward to you, let’s get started so my team can build confidently on top of your work.
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