Multiplayer in Unreal Engine is not difficult, but it is often time-consuming and frustrating.
Sessions fail to appear, level travel breaks, backend configurations behave inconsistently, and developers end up spending more time debugging than building their game. Scar MultiSession is designed to remove that complexity.
It is a plug and play multiplayer session system that handles the complete flow, including hosting, joining, lobby management, player synchronization, and match start logic. The system is built on Unreal Engine’s Online Subsystem and works across Steam, Epic Online Services, and LAN without requiring backend-specific code changes.
Key Features
Complete Host and Join session system
Smart Quick Join matchmaking (auto join or host)
Fully functional lobby system with player count and start control
Automatic session lifecycle handling
Seamless support for Steam, EOS, and LAN (NULL subsystem)
Blueprint-first workflow, no C++ required for standard use
Minimal setup, no manual delegate binding or session management
How It Works
Create your menu widget, call the setup function, and the multiplayer flow is ready.
Main Menu → Host/Join → Lobby → Game
All session handling, player tracking, and level transitions are managed internally.
Use Cases
Suitable for a wide range of multiplayer projects, including:
Co-op games
PvP experiences
Party games
Survival and sandbox multiplayer
Prototypes and game jam projects
Documentation
https://drive.google.com/file/d/18Re05Bvvsv4ZlHtdsrZAW4JDtphTIlYn/view?usp=sharing
Playable Demo
https://drive.google.com/file/d/1d-CS5KtGC-WmWCoZDTN00n6ufRU9xYEE/view?usp=sharing
Support
Summary
Scar MultiSession provides a reliable multiplayer foundation so you can focus on building gameplay instead of managing networking systems.