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Multiplayer Chat System for UE5 | HUD · Bubbles · Channels | C++ Replicated ilanı için 1. medya

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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

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