I will build multiplayer replication with server authority

I
ironwake1
I
ironwake1
Ironwake
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Hello amazing buyer,


Your game can be fun when players fight AI alone but eventually, some players may want more. They want to invite a friend, work together, compete, share unexpected moments, and experience the game together. That social experience can make a game feel more engaging and give players another reason to come back.


But the moment another player joins, the technical challenges begin. One player sees an action that the other doesn't. Variables disagree, events execute on the wrong machine, movement feels delayed, or an apparently simple feature becomes a replication problem.

That's where a solid multiplayer architecture matters.


We can work on:

  • Replicated variables with correct RepNotify handling
  • Server RPCs with authority and ownership checks
  • Gameplay state and event replication
  • Converting existing single player systems for multiplayer
  • Client side movement prediction


The goal isn't simply to add Replicated to a few variables. It's to make the agreed system behave correctly across multiple players and give you a clear technical handoff.

Send your UE version, existing system, multiplayer setup and the problem you're seeing

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Ironwake

Unreal Engine Combat, AI and Multiplayer Systems Team

  • DaBrasile
  • Membro daago 2026
  • Tempo di risposta medio4 ore
  • Lingue

    Inglese, Spagnolo, Portoghese
Hello amazing buyers, we're Ironwake a team of passionate developer and artists We build the systems that make an Unreal Engine game actually play well from combat, turn based logic, multiplayer sync, and the bug fixes that happen when any of it breaks. We cover combat and AI, Niagara VFX and UI, and networking and debugging. You get one team instead of three separate freelancers who don't talk to each other Tell us what's broken or what you're building. We'll tell you exactly what it takes.

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