
Описание
Global chat. Whisper. Yell. Emotes. Chat bubbles. Drop-in, replicated, zero backend
One C++ plugin gives your UE5 multiplayer game a production-ready chat system
HUD overlay, world-space bubbles, 5 channels, live theme designer, and full Blueprint API configured in the editor, live in minutes.
Not a UI template. Not a starter kit. A complete, network-replicated chat system with a custom Slate editor panel, procedural widget rendering, and server-validated message routing built to ship.
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CHAT CHANNELS
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► Global — broadcast to all players on the server
► Yell — range-based chat with configurable audible radius (/yell)
► Whisper — private messages between players (/w PlayerName)
► Emote — text and animation emotes via DataTable (/emote)
► System — server-side announcements, drop-in from Blueprint
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HUD CHAT
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The HUD is built with a procedural C++ widget tree no WBP asset dependencies,
instant theme switching at runtime, zero blueprint overhead.
• Scrollable message feed with sender name, channel badge, and timestamp
• Collapsible with configurable idle fade and opacity
• Free placement via Anchor Presets or Margins mode
• Input history navigation (arrow keys)
• Autocomplete for commands and player names (/w Tab→)
• Quick Settings panel built into the HUD (persisted via SaveGame)
• Full typography control: font size for body, sender, timestamp, and input
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CHAT BUBBLE
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• World-space 3D bubble rendered above any Pawn or Character
• Configurable world scale, height offset, visible duration, fade duration
• Fully independent from the HUD use both, either, or neither
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THEME DESIGNER
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Custom Slate editor panel with real-time HUD preview.
Adjust themes, typography, opacity, and layout — see results instantly without entering Play mode.
• 4 built-in themes: Basic, Nature, Gargoyles, Custom
• Import any PNG as a custom HUD frame
• Save, load, and manage named themes
• Per-theme typography, colors, opacity, padding, and layout
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MULTIPLAYER & REPLICATION
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• ServerSubmitChatInput — Server RPC, validates and routes all messages
• ServerSendSystemMessage — Server RPC for system-side announcements
• ClientReceiveChatMessage — Client RPC for targeted delivery (whisper)
• MulticastPlayChatAnimation — Multicast for synchronized emote playback
• Message history sync for players who join mid-game
• Compatible with Dedicated Servers and Listen Servers
• Works with any GameMode and Pawn class
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BLUEPRINT API
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ChatComponent is Blueprint-spawnable. Full callable API:
• SubmitChatInput(RawInput)
• FocusChatInput()
• ReleaseChatInputFocus()
• SendSystemChatMessage(Text, SenderName, bBroadcastToPublic)
• GetAvailableChatCommands() → Array of Strings
• GetConnectedPlayerNames() → Array of Strings
Bind Blueprint events for:
• OnMessageReceived
• OnInputStateChanged
• OnDisplayNameChanged
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QUICK SETUP
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1. Add ChatComponent to your Pawn
2. Open Plugin Settings → click Apply to Character
3. Press Play
Chat is live and replicated across all connected clients.
No GameMode replacement required. No backend. No extra services.
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TECHNICAL SPECS
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Modules:
• MultiplayerChatSystem — Runtime
• MultiplayerChatSystemEditor — Editor (custom Slate designer panel)
C++ Classes: 13
Blueprints: 0 (widget tree built procedurally in C++ — no WBP asset required)
Network Replicated: Yes
Source included: Full C++ source, Runtime and Editor modules
Platform: Windows (Mac and Linux support planned)
Unreal Engine: 5.7
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WHO IT'S FOR
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✔ Multiplayer game devs who need a chat system that actually ships
✔ MMO, RPG, survival, and co-op projects
✔ Teams who want C++ reliability with Blueprint flexibility
✔ Devs who don't want to build chat from scratch for the third time





