I will add multiplayer matchmaking and replication to your unreal engine 5 game

D
devadevs
D
devadevs
Martins O
Parte de la información aparece en idioma inglés.

Acerca de este Servicio

Most Unreal Engine multiplayer bugs aren't gameplay bugs they're ownership and replication mistakes. Variables that never change value on the client. RPCs silently dropped because an actor has no valid owner. Actors desyncing, jittering, or duplicating on join. If you've spent more time debugging replication than building your game, that's the exact problem I solve.


What I offer:

  • Client server replication (variables, RepNotify, RPCs)
  • Matchmaking and lobby systems (create/join, ready checks, host migration)
  • Dedicated and listen server setup
  • Testing across real multiple clients before delivery, not just in editor


Why choose me:

  • I work inside your existing project and match your architecture, not rebuild it
  • Every system is tested live across clients before you receive it
  • Blueprint only or Blueprint + C++, based on what your project uses


Message me your project's current state before ordering, and I'll confirm exactly what it needs.

Conoce a Martins O

Martins O

Unreal Engine and Unity Environment and level designer

5.0(1)
  • DeBrasil
  • Miembro desdejul 2026
  • Responde aprox. en:2 días
  • Última entrega1 mes
  • Idiomas

    Portugués, Inglés, Francés
I build gameplay systems and multiplayer functionality in Unreal Engine 5 using Blueprints and C++, turning design ideas into working systems. Services: - Multiplayer setup (replication, RPCs, client server) - Gameplay mechanics (inventory, combat, movement) - Blueprint scripting and refactoring - Matchmaking, session/lobby systems - Save systems, UI/HUD logic, AI behavior trees - Debugging existing Blueprint/multiplayer projects I work inside your project, follow your architecture, and hand off documented systems. Game Developement certificate. Background spans 3D art and UE5 build.