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Multimedia 1 para anuncio Roboxy NetCore – Multiplayer Combat Framework
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Descripción

Roboxy NetCoreServer-authoritative multiplayer combat for Unreal Engine

Roboxy NetCore is a drop-in, data-driven combat framework that handles the hardest parts of a multiplayer shooter: authoritative firing, client prediction, server rewind, and precision per-bone hit validation even under high latency.

Add the components to the character you already have, implement a few interfaces, and you have a fully networked combat foundation.

No Gameplay Ability System. No engine modifications. No rewriting your character.

Full C++ source included.

Try it in a real multiplayer game with your friends

Want to see Roboxy NetCore running before integrating it into your own project?

Send me an email or contact me through Fab and I'll send you a Steam key for the Roboxy game.

Jump in, play it yourself, and experience the systems in a real multiplayer environment firing, prediction, server rewind, precision hit validation, health, shields, weapon switching, pickups, and more.

Roboxy is the game where NetCore was originally built and where I continue to integrate and test the framework in real gameplay.

Steam test keys are available on request.

Email: [email protected]

One Data Table drives every weapon

Your entire arsenal is controlled from a single Data Table.

Add one row per weapon and configure:

  • Hitscan, projectile, or shotgun

  • Auto, semi-auto, or burst

  • Damage, fire rate, range, spread, falloff

  • Clip size, reserve ammo, reload time

  • Projectile speed, gravity, lifetime, explosives

  • Per-bone damage and headshot multipliers

  • Weapon mesh, muzzle FX, impact FX, sounds, animations and camera shake

  • Network relevancy and per-weapon settings

Adding a new weapon means adding a row — not rebuilding your combat logic.

Competitive Server Rewind & Precision Hit Validation

The server records player history and rewinds targets to the moment the shooter actually saw them before validating the hit.

Hit validation goes beyond the character capsule. Head, torso and limbs can be resolved independently using configurable hit volumes, damage multipliers and priorities.

The included debug visualizer displays the live position, rewound position, trace, impact and bone hitboxes directly in-game.

Your game stays yours

Roboxy NetCore integrates through lightweight interfaces instead of depending on your game classes.

Your:

Character · Movement · Animations · UI · Input · Game Architecture

stay yours.

NetCore handles the multiplayer combat layer underneath.

What's included

Firing — authoritative hitscan/projectile combat, prediction, shotgun spread, trigger modes and falloff

Ammo — clip/reserve ammo, predicted reloads, auto reload and per-weapon ammo memory

Health & Shield — replicated damage, shield-first routing, regeneration, death, revive and killfeed events

Weapon Inventory — multi-slot loadouts, switching and automatic weapon-mesh updates

Weapon Pickups — pickup/drop flow, respawns, filtering and ammo persistence

Projectile Pooling — reusable networked projectiles with client-side predicted projectiles

Server Rewind & Hit Validation — historical rewind, per-bone validation and custom pawn support

Network Optimization — compact replication, relevancy controls and replication profiles

Debug Tools — structured logging and an in-game rewind/hitbox visualizer

Documentation & Tutorials

Roboxy NetCore includes a Quick Setup, detailed system tutorials, API documentation, component references, screenshots and troubleshooting guides.

The main components are covered individually in detailed tutorials. Weapon Pickups are demonstrated as part of the Quick Setup and are fully documented in the written guide.

📖 Documentation:
https://sezarkamleh.com/RoboxyNetCore
https://sezarkamleh.com/RoboxyNetCore/lag-compensation-setup
https://sezarkamleh.com/RoboxyNetCore/weapon-pickups
https://sezarkamleh.com/RoboxyNetCore/projectile-pool
https://sezarkamleh.com/RoboxyNetCore/weapon-inventory
https://sezarkamleh.com/RoboxyNetCore/health-shield
https://sezarkamleh.com/RoboxyNetCore/firing-ammo

Videos:

🎥 Quick Setup

🎥 Firing / Ammo / Inventory

🎥 Health & Shield + UI API References


🎥Lag Componsation & Per Bone Damage

Documentation Guide:

Components References

Live Support

Join the #roboxy-netcore-support channel on Discord:

https://discord.gg/pfY6Juxz3

You can also contact me directly:

[email protected]

Technical Details

  • Code Module: Roboxy_NetCore : Runtime

  • C++: Full source included

  • Network Replicated: Yes

  • Data-Driven Weapons: Yes

  • Supported Development Platform: Windows

  • Supported Target Platform: Windows

  • Engine Versions: Unreal Engine 5.3 – 5.8

  • Dependencies: Niagara

Development Transparency

AI-assisted development tools were used during parts of the coding workflow. Roboxy NetCore, its architecture, gameplay systems, documentation, and the original Roboxy game were designed, developed, integrated, and tested by me.

Formatos incluidos