u/Mental-Upstairs-5512

how do you guys actually market your plugins or games or whatever you've built?

hey, so i've built a few ue5 plugins and some web stuff but honestly marketing them feels impossible. curious how you all do it what actually works for getting eyes on your stuff? are you doing reddit, twitter, discord, paid ads, partnerships? genuinely asking because i feel like i'm missing something obvious. would love to hear what's worked for you.

reddit.com
u/Mental-Upstairs-5512 — 21 hours ago

Building multiplayer and player sync is a nightmare

I'm working on a multiplayer game and ran into the classic issue, everything syncs perfectly in the editor when I test with two players. Movement, positions, all good. Then I package the game and run it on two actual machines, and suddenly everyone's teleporting around, characters out of sync, complete chaos. Spent hours digging through replication code, checking network settings, wondering what I'm missing. Turns out there's so much friction in getting multiplayer networking right, especially when you don't know all the quirks. If you're building multiplayer, you know this pain. Anyway, back to debugging. This job is genuinely the most frustrating and most rewarding thing I've ever done. If anyone's got solutions let me know

reddit.com
u/Mental-Upstairs-5512 — 2 days ago

I was struggling with multiplayer voice chat, so I built my own

I'm creating a multiplayer online game and ran into the same issue most devs do setting up communication systems is tedious. Text chat, voice, pinging teammates, all of it's rough to figure out. So I built Scar Core Communication to solve it. A few clicks and you've got everything working. No C++ needed, works with EOS, Steam, and LAN. If you're tired of wrestling with networking, check it out on Fab Marketplace. If you're interested, comment below and I'll provide the link

reddit.com
u/Mental-Upstairs-5512 — 3 days ago

Spent 6 hours debugging a "broken" replication issue. It was a checkbox.

You know the thing where you're convinced your code is wrong, so you spend half a day rewriting RPCs, adding logs, reading docs, eventually staring at some 2019 forum thread wondering if you're losing it. Then you glance at the actor's class defaults and notice "Replicates" is unticked. It was unticked the whole time.

I don't know what's worse, that I spent six hours on it, or that this has happened to me four times in two years. At what point do I just print CHECK THE REPLICATES CHECKBOX FIRST on a sticky and tape it to the monitor. This job is genuinely the most stupid and the most fun thing I've ever done. Back to it.

reddit.com
u/Mental-Upstairs-5512 — 3 days ago

[FOR HIRE] Unreal Engine C++ Developer | Multiplayer Systems | Custom Plugins

Hey everyone, recently I decided to start taking on freelance work to help fund my indie game development journey and continue building my multiplayer projects.

I mainly work with Unreal Engine C++ and I would love to help if anyone here is struggling with technical systems or wants to build something custom for their game.

Things I can help with:

Custom Unreal Engine plugins

Gameplay systems

Multiplayer systems and replication

Custom mechanics

Blueprint to C++ conversion

Optimization

Tools and utility systems

I have already published some of my work before, so if you want to check out what I have built so far, here is my Fab profile:

https://www.fab.com/sellers/Black%20Scar%20Studio

I am also interested in connecting with more developers in this field. Indie game development can get pretty rough sometimes, especially when working solo for long periods, so I think helping each other and building connections matters a lot.

Feel free to message me if you have any questions or need help with your project.

reddit.com
u/Mental-Upstairs-5512 — 4 days ago

[FOR HIRE] Unreal Engine C++ Developer | Multiplayer Systems | Custom Plugins

Hey everyone, recently I decided to start taking on freelance work to help fund my indie game development journey and continue building my multiplayer projects.

I mainly work with Unreal Engine C++ and I would love to help if anyone here is struggling with technical systems or wants to build something custom for their game.

Things I can help with:

  • Custom Unreal Engine plugins
  • Gameplay systems
  • Multiplayer systems and replication
  • Custom mechanics
  • Blueprint to C++ conversion
  • Optimization
  • Tools and utility systems

I have already published some of my work before, so if you want to check out what I have built so far, here is my Fab profile:

https://www.fab.com/sellers/Black%20Scar%20Studio

I am also interested in connecting with more developers in this field. Indie game development can get pretty rough sometimes, especially when working solo for long periods, so I think helping each other and building connections matters a lot.

Feel free to message me if you have any questions or need help with your project.

reddit.com
u/Mental-Upstairs-5512 — 4 days ago

Plugin that handles Steam/EOS achievements in 3 steps. Sharing it in case it saves a weekend.

If you've wired up Steam achievements in UE before, you know how easy it is to get stuck. The Achievement_N_Id INI entries have to match Steamworks exactly, steam_appid.txt has to sit next to the binary, QueryAchievements has to complete before the first write, the schema has to be Published (not just Saved), and miss any one of those and WriteAchievements returns success while doing nothing.

We built Scar Achievement to handle all of that. Setup looks like:

- Project Settings, Plugins, Scar Achievements. Pick Steam, paste your App ID, point at a DataTable of your achievement rows, click Apply Platform Config.

- Drop Award Achievement (Id, Progress) anywhere in your Blueprint.

- Done.

The plugin writes the INI entries from your DataTable, auto-queries on boot, queues early unlocks until Steam is ready, persists partial progress to a local SaveGame, and shows a color-coded toast so you can tell at a glance whether the write actually hit the platform. There's also a Print Achievement System Status diagnostic node that explains why a failed unlock didn't fire, so you don't have to guess.

New in v1.3:

- Stats. SetStat / AddStat / GetStat for kill counts, distance, lap times. Saves locally and now also automatically syncs to Steam Stats/EOS Stats.

- EOS auto-login on boot. Still needs real auth credentials (EGS exchange code, or the EOS Dev Auth Tool), but no manual login wiring.

- UE 4.27, 5.0, 5.1 added to the supported list. Now 4.27-5.7 from a single source.

Same dropdown switches the whole thing to EOS if that's your target.

It's a paid plugin on Fab. Not trying to push anyone toward it, just sharing in case it saves someone a weekend. Link in the comments to keep the post clean. Happy to answer setup questions or talk shop about the OSS internals.

reddit.com
u/Mental-Upstairs-5512 — 5 days ago

P2P or Dedicated Servers for a Multiplayer Game in UE5?

Hey everyone, I wanted to ask something regarding multiplayer networking in Unreal Engine 5.

We are currently developing a chaotic multiplayer game with fast paced combat and party based gameplay. Right now I am confused between going with P2P or dedicated servers.

We want the gameplay to feel smooth and stable, especially because matches can become pretty chaotic with multiple players fighting at the same time. We are also planning lobby systems, EOS friend invites, matchmaking later on, and maybe even competitive modes in the future.

Dedicated servers sound more secure and professional, but the cost and scaling side feels scary for an indie team. Meanwhile P2P feels easier and cheaper to start with, but I keep hearing about issues like host advantage, cheating, NAT problems, and unstable matches.

So for people who have already made multiplayer games in UE5:

• What did you choose and why?
• Do you regret it now?
• Is starting with P2P and switching later a bad idea?

Would really love to hear experiences from people who already went through this.

reddit.com
u/Mental-Upstairs-5512 — 13 days ago

Shipped my first game, Eclipse of Eldergard, on steam back in jan and honestly the part that took me the longest was getting steam achievements working properly. did it all in c++ and there's not a lot of clean end-to-end docs for it specifically in ue5, so i was bouncing between forum posts and outdated guides for days.

once i finally got it stable i pulled the whole system out into a plugin so i never have to deal with that pain again. now it's basically:

- drop in your Steam app ID

- create the achievement IDs in Steamworks

- call a blueprint node when you want to unlock one

used it on my own game right after, and it just works, no more touching Steamworks code.

Happy to answer questions about the Steam achievements side of things in general, that whole setup process is the real pain point, and i learned a few things the hard way that might save someone else some time.

u/Mental-Upstairs-5512 — 15 days ago

Been working on some multiplayer stuff lately and the UniqueNetIdWrapper move to CoreOnline in 5.4 caught me off guard. Took longer than it should have to figure out why my includes were suddenly broken on the newer version.

Curious if other folks have run into the same thing or if I just missed an obvious migration note somewhere. What's been your experience supporting multiple engine versions?

reddit.com
u/Mental-Upstairs-5512 — 18 days ago