UE5: First Person Large Scale Multiplayer Prototype

1–2 minutes

In this private project I was testing and simulating dedicated multiplayer sessions. The prototype was built in Unreal Engine 5.0 and 5.1 within about 2-3 months with weapon animations and all the seen game logic. Inventory system is saved locally and checked every start if it is realistic that weapons are unlocked.

The whole logic was programmed for very light and optimized network traffic. For example not every bullet gets replicated. Just the ‘FireStart’ event, ‘FireEnd’ event, the players rotation and if the player uses the full-auto weapon setting currently.

Player-Hit recognition happens on the client side to improve accuracy. Server checks afterwards if the hitting bullet could have hit the soldier for cheat protection.

Every team has one commander. Commanders can manipulate helicopterspawns dynamically and give voice commands to all squadleaders. Every squad at best consists of 5 people and the squadleader gives voice commands to his members. Every soldier has his own purpose on the battlefield.

I abandoned the project but will maybe carry on when I know people who want to work with me.

Feel welcome to comment and give me feedback! 🙂