ScarCore Communication System is a complete multiplayer communication framework for Unreal Engine.
Drop it into your project, press play, and instantly get:
• Fully replicated text chat
• Voice chat, push-to-talk, toggle mic, proximity voice
• Live color-coded ping display
No setup, no coding, no complex networking configuration.
Overview
This system is designed to give you a reliable, production-ready communication foundation without spending weeks building it yourself.
It is fully server-authoritative, ensuring secure and consistent multiplayer behavior. All chat messages are validated on the server, preventing spoofing or client-side manipulation.
The system works with any Unreal OnlineSubsystem, including EOS, Steam, LAN, and Null.
Key Features
• Fully replicated multiplayer chat system
• Voice chat with push-to-talk, toggle mic, hard mute, and proximity support
• Real-time ping display with configurable thresholds
• Server-authoritative architecture
• Built entirely with Blueprints
• Works across Unreal Engine 5.2 to 5.7
• Plug-and-play setup with included GameMode and PlayerController
Flexible UI System
You are not locked into a fixed interface.
• Use the pre-built UI for instant setup
• Customize the provided UI to match your project
• Create your own widget for complete control
The system automatically connects to any correctly named widgets.
Integration
You can either use the included GameMode and PlayerController or integrate the system into your own setup.
Simply add the ScarCore Communication Component to your PlayerController and assign a widget.
What is Included
• BP_ScarCorePlayerController
• BP_ScarCoreGameMode
• WBP_BaseUI
• WBP_CustomBaseUI
• Communication component
• Full documentation
Documentation
Full guide, setup, customization, and troubleshooting:
https://drive.google.com/file/d/1ndo1_6gk3VIZudG2agdnNjIr087hwCNA/view?usp=sharing
Community and Support
Join the community for support and feedback:
https://discord.gg/a3QdMX9JZj
Notes
• Voice chat requires a valid OnlineSubsystem, Null for testing, Steam or EOS for production
• The component must be attached to a PlayerController
• UI elements are optional and fully replaceable
If you need a communication system that works immediately and scales with your project, this provides a solid foundation without unnecessary complexity.