
Descrição
🎙️ Easy Proximity Voice Chat
💥 Play the DEMO | Join the DISCORD server
Add proximity voice chat to your multiplayer game in minutes, no OnlineSubsystem, no backend, no headache.
📚 Full documentation available.
🧱 Download the DEMO to see if you like it.
💬 Active support - join our Discord to get help, share ideas, and shape future updates!
⚙️ Key Features
🔊 Update 1.1 - Effects & Receiver
Turn any object into a radio, intercom, walkie-talkie or loudspeaker
Listens on one channel and rebroadcasts every speaker on it, from its location, with its own attenuation, occlusion and effects
Speakers still emit from their own body too: someone next to the speaker hears them directly, someone next to the radio hears them through it
Per-receiver settings: output config, volume, attach socket, priority, max simultaneous speakers
Run the voice itself through a Source Effect Chain, bitcrusher, EQ, ring mod, anything.
Set it per config asset, applied per emitter
Swappable at runtime, picked up on the next talk burst
🔊 Proximity Voice
Spatialized 3D playback with distance attenuation
Opus encoding with a built-in jitter buffer for smooth audio over the network
Works on listen servers and dedicated servers, fully testable in PIE
🧱 Occlusion Through Geometry
Voices get muffled by walls between speaker and listener
Per physical material presets, glass, wood, concrete each sound different
Volume attenuation and low-pass filtering stack realistically per surface
📻 Channels
Speakers talk and listen on a channel, listeners only hear their own channel
Perfect for squads, radios, lobbies and spectators
One Blueprint node to switch
🔇 Muting
Local mute, silence one player for yourself only
Server mute, block a player, or the entire session, from authority
Fully replicated and authority-safe
🎛️ Runtime Configuration
Every tunable lives in a ProximityVoiceConfig Data Asset, nothing is hardcoded
Swap presets at runtime: enter a cave, change the rules
Tune ranges, latency, occlusion and capture in the details panel
🔌 Steam & EOS Ready
Runs entirely over your game's normal replication
Works with Steam and EOS out of the box, zero extra setup
No OnlineSubsystem voice, no EOS RTC product to provision
🧩 Blueprint API & Debug
26 Blueprint nodes (20 functions, 6 events)
Activity, channel, mute and self-voice events to drive your UI
In-world debug overlay: ranges, occlusion traces, live voice levels
💡 Why This Plugin?
Voice chat is usually the last thing you add and the first thing that breaks. Most solutions drag in an online backend, force you out of PIE, and treat voice as plumbing. EPVC treats voice as a gameplay signal, something you can occlude, channel, mute and reconfigure like any other system.
✅ Drop-in: one component, one setting
✅ Blueprint-first API, no C++ required
✅ Fully networked, dedicated-server ready
✅ Testable in PIE, no backend to boot
✅ Compatible with Steam and EOS
✅ Documentation included
📢 Need Help or Want to Give Feedback?
Join the community on Discord. Whether you're building a gritty forest survival game or a tense extraction shooter, proximity voice is what turns players into people.
💬 Got ideas? Bugs? Custom needs? I'm always listening, your feedback directly shapes future updates!



