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Descripción

Advanced Networked Shooter System (v1.3.0)

Production-Ready C++ Framework for Competitive UE5 Multiplayers

The ultimate, high-performance C++ multiplayer component framework engineered for competitive Third-Person and First-Person shooters in Unreal Engine 5 (v5.6 - v5.8+). Built from the ground up utilizing professional AAA game development standards, this plugin prioritizes ultra-responsive client-side prediction paired with ironclad server-authoritative validation to eliminate hacking, exploits, and network desynchronization in 100-player low-bandwidth environments.

💎 Core Multiplayer Features

  • AAA Camera-Authoritative Hitscan: Eliminates parallax vector desync entirely. Replicates frame-perfect client camera vectors over the network to guarantee muzzles converge flawlessly with the screen center.

  • Parallax Pass-Through Filter: Smart geometric algorithm that allows visual raycasts to pass cleanly through intercepting character capsules without pixel warping or bullet bending.

  • Server Rewind Lag Compensation: Caches timestamped history snapshots of enemy hitboxes (up to 500ms sliding window) for flawless complex bone-level hit registration (bTraceComplex = true).

  • Authoritative Shotgun Matrix: High-performance, server-side dynamic pellet scattering (8 to 24 unique vectors) condensed into a single, optimized O(1) network RPC payload.

  • Zero-Tick UI & Crosshair Sleep Engine: Event-driven HUD driven by dynamic multicast delegates and Slate active timers. Crosshairs auto-sleep at rest, yielding 0% CPU usage and zero frame tick overhead.

  • Dynamic Motion Spread Coupling: Automatically expands crosshair spread during locomotion. Features a 5x airborne penalty ceiling to block jumping cheat scripts, and stabilizes instantly upon movement completion.

  • Exploit-Safe Timing Gates: Server-authoritative ammunition inventory bound to exact animation montage durations (GetPlayLength()), completely neutralizing animation-canceling packet exploits.

  • Anti-Wall Clipping Overrides: Instantly blocks server raycasts if physical geometry obstructs the character muzzle, permanently neutralizing "shoot-through-walls" glitches.

  • Fully Data-Driven Architecture: Isolates all meshes, audio, and Niagara parameters into UWeaponDataAsset. Weapon actor blueprints remain clean, silent, and vacant containers.

🔥 And much, much more!


For a complete, exhaustive breakdown of the technical sub-routines, replication matrix, and code architectures, please review the official technical documentation linked below.

📦 What's Inside the Packages?

  1. The Core C++ Plugin: Contains all core C++ programming, server validation code, netcode, secure hitbox collision profiles, and custom Slate layouts.

  2. The Playable Demo Project: Hosted externally to keep the plugin lightweight. Includes high-quality testing weapon meshes, combat animations, SFX, and Niagara VFX.

🌐 Links & Project Resources

⭐ SUPPORT INDIE DEVELOPMENT! ⭐
If this framework accelerates your workflow or elevates your game's netcode, please support the project by leaving a 5-Star Rating and sharing your feedback below!

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