I will build multiplayer and replication systems in unreal engine


About this gig
Multiplayer is where most Unreal Engine projects stall not because the mechanics are hard, but because replication has a learning curve most tutorials skip entirely.
I specialize in exactly this: taking a single-player project multiplayer, fixing replication bugs that only show up with real clients connected, and wiring up Steam or Epic Online Services so people can actually find and join each other's games.
What I handle:
- Converting single-player mechanics to properly replicated multiplayer (movement, combat, inventory, interactions)
- RPC setup, variable replication, ownership/authority issues
- Dedicated server and listen server configuration
- Steam integration (lobbies, friends, achievements) and Epic Online Services (sessions, matchmaking)
- Debugging desync, rubber-banding, and "works in editor, breaks in packaged build" issues this last one is extremely common and I know the usual causes on sight
Before you order: if you're debugging an existing project, send me the relevant Blueprint/C++ files or a project link so I can scope accurately rather than guessing at hours. Multiplayer bugs vary wildly in complexity a quick look up front means you get an honest quote, not a padded one.
Get to know Shani
Unreal Engine Developer
- FromPakistan
- Member sinceJul 2026
Languages
Urdu, English, Arabic
Other Game Development Services I Offer
FAQ
My game works fine solo but breaks with 2 players can you fix that?
Yes, this is the single most common job I get; usually an authority/ownership issue, sometimes 30 minutes, sometimes a deeper architecture problem. Send the project and I'll scope it honestly.
Do you set up dedicated servers?
Yes, including build/deploy configuration if you already have hosting, or guidance if you don't.
Steam or EOS — which should I use?
Depends on your platform targets; I'll recommend based on your requirements rather than defaulting to one.
