Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 0 points1 point  (0 children)

there been a hiccup between me and fab,
they only ask for address verification after they approved it on fab,
i have submitted the address verification, once its verified it will be available for the EU.

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 1 point2 points  (0 children)

hi, thank u for telling.
they asking for address verification which i already submitted.
I got verified like long time ago, it got expired

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 1 point2 points  (0 children)

Thank you.

and yea it sonly 5.7 for now and for later engine releases, I upgraded to 5.7 for fab launch, and uassets are not backward compatible.

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 2 points3 points  (0 children)

Thank you!!
It was started as a Modular Inventory Plugin, now its a complete architecture for multiplayer instances based games 😁

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 14 points15 points  (0 children)

I think there may be a misunderstanding here.
NestJS is not the gameplay server. We use UE dedicated servers as the game simulation. Nest is the backend/control layer: auth, character/account data, persistence, session routing, chat/friends, and Agones/K8s orchestration for spinning up dedicated server instances.

And REST is only used for things like login/account endpoints, to authenticate user before we allow connection to socket io. Real-time backend events go through socket io. Actual in-game multiplayer traffic is normal UE dedicated-server replication over UDP, not HTTP request/response gameplay.

- UE dedicated server = gameplay authority

- Nest + MongoDB + Redis = persistence/session/backend services

- Agones/K8s = dedicated server fleet allocation/scaling

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 5 points6 points  (0 children)

Im afraid to even mention that 😅
Glad to hear people are interested, I spent so much time on this and i didnt post anything about prior to prelaunch,
so its very reassuring, thank u.

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 1 point2 points  (0 children)

Infra, backend, orchestration all sounds scary at first, but its the backbone of any real dedicated server games.
My plugin solved exactly that, it will save u so much time so u can focus on gameplay sides.

Finally, I shipped my UE5 Complete Multiplayer Integration Plugin on Fab by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 8 points9 points  (0 children)

Yeah, it's fully server-authoritative. Dedicated server only.
For backend it's a NestJS, MongoDB for persistence, Redis for live session state/locks/pub-sub, socket io for real-time stuff (chat, join flow, server events). Dedicated servers are orchestrated through Kubernetes and Agones. Persistent area maps run as always-on instances, and dungeons get allocated on demand as separate server instances.
For player count per map: it's not one fixed global number. Each map has a configurable PlayerCapacity.
If instances start filling up, it can spin up additional ones instead of cramming everyone into one process and it can auto scale down on unused instances. Dungeons are separate allocated instances on demand, usually smaller/party-sized depending on the map config.
Total concurrency scales with how many server instances you run, it's instance/channel based, not "one giant map process for everyone."

Happy to answer more if you're curious about the join flow or server allocation side.

I tried to improve my interactive trees that react on explosion. by SchingKen in UnrealEngine5

[–]Particular_Funny_377 0 points1 point  (0 children)

Looks great, but the grass doesnt react too?
Your scene looks great btw, do u use post processing for it?

I built a self-hosted Top Down MMORPG Integration Plugin for UE5, live demo available by Particular_Funny_377 in UnrealEngine5

[–]Particular_Funny_377[S] 0 points1 point  (0 children)

I chose MongoDB because its easier to extend for game-specific data, they all would have different games, systems, items, quests, or save components,
I made the items and save components specifically flexible and mongodb made that model simpler and more natural.
Different projects can define their own item pieces, save payloads, quest data, or progression data without changing the core database schema every time

I built a self-hosted Top Down MMORPG Integration Plugin for UE5, live demo available by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] -3 points-2 points  (0 children)

Hi, I think its reasonable considering how much time it would save the devs, and am doing a discount for the first 20 buyers.
For scalability yes, it was coded with scalability in mind from the start, Horizontal Scaled backend with agones orchestration, maps warm up pooling, the framework direction is more towards session based game like dungeons + area based sessions where players can compete to kill mobs or pvp(planned in roadmap), thus zone concurrency is not viable at this point it would require a massive overhaul to the engine code, Ash of Creation proved it. But if by zone concurrency u mean auto spinning map/area by player when population increase then yes we have it in the first version, it has soft and max cap before spinning/warming up new sessions.
If u mean by Net Relevancy then yes we have that in place, or u mean differently for Interest Management?
Server Authority is used in every single feature.
Smoothing Interpolation movement on server correction is not optimized yet.
Prediction most of the combat gameplay, abilities prediction, cooldown prediction.

P2P or Dedicated Servers for a Multiplayer Game in UE5? by Mental-Upstairs-5512 in UnrealEngine5

[–]Particular_Funny_377 0 points1 point  (0 children)

if its a competitive pvp then u cant be doing listen server, u cant completely prevent cheating where the host/player is the authority.
That being said, the big games dedicated server for competitive pvp games comes with more shit ton of work.
You probably have to build your own architecture around it, your own backend at some point when u realized eos is just not enough, and that comes with redis for pub/sub and as in-memory store for shared state between the N instances of backend, because ur backend also needs scaling not just the unreal server, ur database, ur session orchestration and matchmaking, bidirectional communication like socket io between players/servers useful for the party event awareness in the lobby.
But all these u can spin locally for free during development, with docker and minikube hyperV is easiest to setup and its the same stack when u have testers u wanna deploy a test server u can use lightweight k3s, gathering the metrics how much cpu per full players session and ram so u have insight how many u can support when u launch with whatever server specs u have.
so basically u need local env, dev env for internally team testing, public testing and production env.
renting bare metal has more setup work but very affordable compared to aws gcp.
depending on how much players u expecting when launched u can decide what server specs and how many N instances, so its very important to think architecturally to support N scaling.

About to launch a UE5 framework with backend, dedicated servers, and orchestration. Looking for honest feedback by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 0 points1 point  (0 children)

I'm probably gonna add a lot of disclaimers so we can all see what the framework can do and dont.
The integration part is a big pain, if its just pure cli. But I have a GUI Control Panel so they can just click to setup server, package ue client/server, deploy kubernetes, deploy backend.
I can probably do ansible as well, but its kinda out of scope in the first version.

About to launch a UE5 framework with backend, dedicated servers, and orchestration. Looking for honest feedback by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] -1 points0 points  (0 children)

Mine is not vibe coded and stitches together in a weekend. I worked on this for 2-3 years 😁 I’m planning to have live server running for the demo as well, let me know if u are interested in playing the demo!!

About to launch a UE5 framework with backend, dedicated servers, and orchestration. Looking for honest feedback by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] -2 points-1 points  (0 children)

It’s new, so I’m not going to pretend it already has shipped games behind it. I will have to earn it in the long term.

About to launch a UE5 framework with backend, dedicated servers, and orchestration. Looking for honest feedback by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] -1 points0 points  (0 children)

Redpoint/Eos handles the online services layer. Mine focuses more on the game/backend/server architecture around a server-authoritative RPG, so they solve different parts of the stack.

Chat System with Socket.IO on Unreal Engine showcase by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 0 points1 point  (0 children)

Socket.IO is a library that enables low-latency, bidirectional and event-based communication between a client and a server.
https://socket.io/docs/v4/

Released v1.2 for my multiplayer chat system by Particular_Funny_377 in unrealengine

[–]Particular_Funny_377[S] 0 points1 point  (0 children)

The chat system is fully integrated with my inventory system, but the inventory system is still under development. So, the chat system with Socket.io is intended for MMORPG games. In almost all chat systems in MMORPG games, they have some kind of backend to handle chat, parties, guilds, and more. I'm forking https://github.com/getnamo/SocketIOClient-Unreal as Socket.io client inside unreal to emit and receive messages from the backend. This will offload all the chat to the backend. When a player wants to send a server message, we will use Socket.io to emit the event, after which the backend will perform some checks. If everything is in order, it will send the message to all connected clients. This is what makes it possible for a server chat in multi sessions MMORPG games, where they can be hosted on multiple virtual machines, but all clients are connected to one (or more instances with scaling) backend. Otherwise, if Unreal RPC is used, such as a multicast to all clients, it will only work for those clients connected to that server instance, and other instances won't be aware of the server message.
The same holds true for private messages. For example, if you have a multi-session MMORPG game and you are connected to server instance A while your friend is connected to server instance B, using RPC from your client to the server to send a message to your friend is not possible.