Blue Mountains - Dynamic Voice Chat System (VoIP)

Version 2.0 of the plugin is now live on fab.com for UE 5.5+. Join the new Discord server for help and support.

2.0 is a major update focused on voice quality, microphone reliability, network resilience, platform support, and even easier setup.

See the changelog for a full list of added features and improvements.

Add feature-rich voice chat to your Unreal Engine multiplayer project without relying on an external voice service or separate voice server.

๐Ÿ”Š Features

  • Proximity voice (3D) and voice channels (2D) for global chat, teams, radios, phones, and more.

  • Replicated speaker components for radios, PA systems, intercoms, cameras, vehicles, loudspeakers, and other world objects.

  • Clearer and more reliable voice with noise suppression, automatic microphone leveling, jitter buffering, and packet-loss recovery.

  • Zero-config setup. Enable the plugin and get started without modifying your Pawn or Character Blueprints.

  • Uses your existing Unreal networking. No external voice service, separate voice server, or Unreal session is required.

  • Supports dedicated and listen servers and only sends voice data to relevant players.

  • Supports Windows, macOS, Linux, Android, iOS, and Pixel Streaming.

  • Change the microphone at runtime and customize input gain, player volume, spatial attenuation, and voice effects.

  • Record local or remote voice to PCM, WAV, or MP3, including voice processed on dedicated servers.

  • Includes full source code with Blueprint and C++ access, talking-state events, and customizable nameplates.

See the new online documentation page to learn more about the plugin and 2.0 changes.

๐Ÿ’พ Demo project

Download a demo project that you can try out yourself, either with listen server or dedicated server. I also host a dedicated server at 57.129.63.171:4444 that you can connect to with a client from below.

๐Ÿ’ก Before purchasing please try out the runnable demo, read the documentation and don't hesitate to ask any question.

โ” Invite to my new Discord Support Server for this plugin.

๐Ÿ“„ Setup Documentation & Changelog

Pricing of the plugin will increase to $89,99 Personal and $189,99 Professional in the coming weeks.

That looks perfect for a smaller project I had in mind, but at the other hand I do wonder, what are the technical restrictions of this - has this been evaluated beyond the usual scale?

Also, is P2P with NAT Traversal possible or planned?

Thanks!
I have personally run it on a live server with 50 players, and the automated soak tests cover 100 simulated remote talkers. Ultimately, the practical limit depends on your project, particularly the number of simultaneous speakers and relevant listeners. The Opus bitrate, DTX, voice channels, and proximity relevancy can be configured to control bandwidth usage.

The plugin supports both listen servers and dedicated servers. Voice is transmitted through a custom Unreal network channel over the gameโ€™s existing connection. It does not establish direct client-to-client P2P connections or implement NAT traversal itself. So if NAT traversal is required, that is handled by the games networking layer. On a listen server, voice is relayed through the host.