I will fix your unreal engine 5 gas and multiplayer replication


About this gig
**Multiplayer that desyncs, abilities that mispredict, a GAS setup nobody wants to touch?**
I fix the gameplay-networking layer of Unreal Engine 5 projects in C++.
I'm a senior UE5 engineer with 6 years of Unreal C++, working only on the Gameplay Ability System and multiplayer replication. Most "random" multiplayer bugs come from 2 or 3 architecture decisions: who owns the state, what is predicted, and what replicates when. I find those decisions and fix them at the root.
**What I work on**
- GAS: ASC ownership (PlayerState vs Pawn), attribute sets, effects, cues, prediction keys
- Replication: desync, rubber-banding, late join, level travel, FastArray, bandwidth
- Weapons and abilities: server-authoritative fire, replicated montages, input binding
- Performance: Unreal Insights, tick cost, network profiling
**How it works**
1. You share the repo (or the relevant module) and steps to reproduce.
2. I review it, test at real latency (150 ms / 1% loss), and send findings.
3. You get a clear fix list, or I implement the fixes.
NDA available. Fixed price, no hourly surprises. Message me before ordering with your engine version and what's going wrong.
Get to know Selwyn R
UE Gameplay Programmer
- FromIndia
- Member sinceJul 2021
- Avg. response time2 hours
- Last delivery8 months
Languages
Hindi, Gujarati, English
Other Game Development Services I Offer
FAQ
Which engine versions?
UE 5.0 to 5.6, C++ projects. Blueprint-only projects are fine if you're open to moving core GAS setup into C++.
Do you sign an NDA?
Yes, before any code access.
How do I share the project?
Git (GitHub, GitLab, Azure DevOps), Perforce, or a zipped module. Read-only access is enough for Basic and Standard.
What if the problem is bigger than the package?
I tell you before starting and send a custom offer. No work starts outside the agreed scope.
Do you work with Lyra?
Yes: Lyra-based projects, Game Features and modular gameplay plugins.

