UE5.8 Multiplayer Asset Integration
Budget / Salary$30–250
TypeFreelance project
LocationRemote
Posted3 hours ago
I already have a rigged character, four fully animated vehicles (tank / mech / bike / aircraft) and a set of firearms complete with audio, VFX and animation packs. What I need now is for all of those assets to be wired up in Unreal Engine 5.8 so they work seamlessly in a third-person, network-replicated shooter.
Scope of work
• Players must be able to enter and exit each vehicle from idle, walk, run and crouch states, with smooth transitions being the top animation priority.
• Once inside, every vehicle should drive or fly as expected, playing its existing engine sounds, movement animations, particle FX and damage states.
• On foot, the character has to equip, aim, fire and reload each weapon, triggering the provided montages, muzzle flashes, shell ejections, impact sparks and audio cues.
• All gameplay (vehicles, weapons, character actions) must replicate correctly so every client sees the same results in a listen- or dedicated-server setup.
• Blueprint implementation is fine, but feel free to mix in C++ where replication or performance benefits.
• A small example map that demonstrates all interactions is required, plus a brief README that explains project structure, input mappings and any custom subsystems.
Tools & tech keywords you’ll touch: Animation Blueprints, State Machines, Montage Blending, Chaos Vehicles, Networking/Replication, Gameplay Ability System, Niagara, MetaSounds.
Acceptance criteria
1. Enter/exit sequences play without popping or desync on all clients.
2. Vehicle locomotion, weapons fire and character movement show identical results for server and clients under typical latency.
3. No missing sounds, particles or animation assets; everything already supplied must be referenced in-project.
4. Project opens cleanly in UE 5.8 with no compile errors or out-of-date plugins.
When you reply, please link to past work that shows comparable multiplayer integration—especially examples featuring drivable vehicles or complex weapon systems. I’ll review those before we discuss timelines and milestones.
Scope of work
• Players must be able to enter and exit each vehicle from idle, walk, run and crouch states, with smooth transitions being the top animation priority.
• Once inside, every vehicle should drive or fly as expected, playing its existing engine sounds, movement animations, particle FX and damage states.
• On foot, the character has to equip, aim, fire and reload each weapon, triggering the provided montages, muzzle flashes, shell ejections, impact sparks and audio cues.
• All gameplay (vehicles, weapons, character actions) must replicate correctly so every client sees the same results in a listen- or dedicated-server setup.
• Blueprint implementation is fine, but feel free to mix in C++ where replication or performance benefits.
• A small example map that demonstrates all interactions is required, plus a brief README that explains project structure, input mappings and any custom subsystems.
Tools & tech keywords you’ll touch: Animation Blueprints, State Machines, Montage Blending, Chaos Vehicles, Networking/Replication, Gameplay Ability System, Niagara, MetaSounds.
Acceptance criteria
1. Enter/exit sequences play without popping or desync on all clients.
2. Vehicle locomotion, weapons fire and character movement show identical results for server and clients under typical latency.
3. No missing sounds, particles or animation assets; everything already supplied must be referenced in-project.
4. Project opens cleanly in UE 5.8 with no compile errors or out-of-date plugins.
When you reply, please link to past work that shows comparable multiplayer integration—especially examples featuring drivable vehicles or complex weapon systems. I’ll review those before we discuss timelines and milestones.
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