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


About this gig
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.
Get to know Martins O
Unreal Engine and Unity Environment and level designer
- FromBrazil
- Member sinceJul 2026
- Avg. response time1 hour
- Last delivery1 week
Languages
English, Portuguese, French
FAQ
Do you work with Unreal Engine 4 or only UE5?
I work with both Unreal Engine 5 and Unreal Engine 4 for multiplayer replication, matchmaking, and Blueprint gameplay systems. Tell me your engine version before ordering so I can confirm compatibility with your project.
Can you fix replication bugs in my existing project?
Yes. I debug desync, lag, and replication issues in existing multiplayer Unreal Engine projects, not just new builds. Send me your project and a description of the bug and I'll assess it before you order.
Do I need to send you my project files?
Yes, for most orders I work inside your existing UE5/UE4 project so the replication and matchmaking systems match your architecture. Send project access details after placing your order.
What's the difference between matchmaking and a lobby system?
Matchmaking finds and pairs players automatically. A lobby system lets players create or join a session manually before the match starts. I build either, or both together, depending on your game's needs.
Can you build Blueprint-only, no C++?
Yes, I can deliver Blueprint-only solutions for replication, matchmaking, and gameplay mechanics if that's your project's requirement. Let me know your preference before ordering.
Do you build dedicated server support?
Yes, dedicated and listen server setup is available, mainly in the Premium package. Message me your target server type before ordering so I can scope it correctly.
How many players can your matchmaking system support?
Session and lobby sizes are scoped per project. Tell me your target player count (e.g. 2v2, 4-player co-op, larger) and I'll confirm what fits your package or if a custom quote is needed.
Will you test the multiplayer functionality before delivery?
Yes, I test replication and matchmaking across multiple clients before delivery, not just in a single-player editor session, so you receive verified working functionality.
Can you add AI enemies to my multiplayer game?
Yes, I build AI behavior trees and NPC logic that work correctly in a multiplayer/replicated environment, which requires different handling than single-player AI.
What if my project needs more than the Premium package covers?
Message me your full scope before ordering. Full multiplayer game builds beyond Premium are scoped and quoted individually so pricing matches the real size of the work.

