BavGames - Possessable System – Multiplayer & Performance

What Is Possessable System?

Possessable System is a robust and extensible framework designed to handle vehicles, mounts, chairs, turrets, and any seat-based interaction in Unreal Engine 5.

The system is fully server-authoritative, supports multiplayer and single-player, and is written in C++ with Blueprint access, making it suitable for both programmers and designers.

It supports both Attach Only and Pawn Possess workflows, allowing characters to either stay in control while attached or fully possess the target actor (such as vehicles).

Animation-driven enter/exit, seat switching, multi-seat support, and clean network-safe state handling are built in by default.

Lightweight, modular, optimized — perfect for any UE project.

100% multiplayer ready replication

🎥 Feature Overview Video

🎮 Example Demo - Try it, before you buy it!

💨 Example Project - It will make the setup feel like a breeze

📚 Documentation - Discover how it functions

💬 Discord - Feel free to drop by and ask questions

🛠️ KEY FEATURES

Seat & Possession System
  • Attach Only and Pawn Possess modes

  • Multi-seat support (driver + passengers)

  • Deterministic seat indexing using Seat IDs

  • Runtime seat switching

  • Driver seat detection and handling

Multiplayer & Networking
  • Fully server-authoritative logic

  • Works in Single Player, Listen Server, and Dedicated Server

  • Client-side enter prediction without RPC spam

  • Safe rollback when server denies enter

  • Optimized replication (no tick-based logic)

Animation & Movement
  • Optional animation-driven enter and exit (Montages + Notifies)

  • MoveComponentTo based transitions

  • Fail-safe logic if animation notifies are missed

  • Seat-based idle animations and blendspaces

  • Two-hand IK support per seat

Exit & Attachment Control
  • Configurable exit directions:

    • Default (keep current location)

    • Left / Right / Front / Back

    • Custom Point Component

  • Optional exit offsets

  • Clean detach with collision and movement restoration

Customization
  • Per-seat character scale override

  • Optional character hiding while seated

  • Blueprint events for seat and input actions

  • Control forwarding for Attach Only vehicles

Components Included
  • PossessableComponent – Core system logic

  • PossessableSeatComponent – Seat definition and settings

  • CharacterSeatHandler – Character-side seat state handling

  • PossessablePoint – Custom enter/exit points

  • PossessableController (Optional) – PlayerController helper for safe driver cleanup when using Pawn Possess mode (handles disconnects and leaving the game)

Example Use Cases
  • Cars, trucks, and tanks

  • Rideable animals (horses, dragons, etc.)

  • Turrets and mounted weapons

  • Chairs, benches, and seats

  • Multi-seat platforms or elevators

  • Any attachable or possessable actor

Example Workflow
  1. Add PossessableComponent to an actor (vehicle, mount, etc.)

  2. Add one or more PossessableSeatComponents

  3. Mark one seat as the driver seat (optional)

  4. Add CharacterSeatHandler to your character

  5. (Optional) Add animations, exit directions, and control components

  6. Call Enter / Exit from Blueprint or C++

Known Limitations / Notes
  • Does not include vehicle physics or movement logic (intentionally framework-only)

  • Animations are optional but recommended for best results

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