FilipeTessaro - Multiplayer Action Toolkit: Vehicles, Traversal and Dismemberment

Three C++ plugins for a multiplayer action game on Unreal Engine 5.6, 5.7 and 5.8: vehicles and traffic (Drivecraft), movement over the world (Traversecraft), and wounds and dismemberment (Gorecraft). Together they cost about 30% less than bought apart.

Each one is a separate plugin and works without the others. What they share is how they treat the network: the server decides, the owning player does not wait for it, and each plugin was tested on a dedicated server with clients at 150 ms of lag and 5% packet loss. All three are open to Blueprint, with the C++ source included and public documentation you can read before you buy.

Drivecraft: vehicles and traffic

  • Car, truck with semi-trailer and a motorbike that leans, with its own physics on a fixed 60 Hz step (no Chaos Vehicles)

  • The driver’s machine runs ahead and the server checks every frame. At 150 ms and 5% loss the driver was corrected 0 times, crashes included

  • Any character gets in with one component: seats, getting out on either side, flipping a car back on its wheels

  • Traffic on lanes you draw, with junctions, traffic lights and lane changes. In the example town, 30 cars for 120 s ran no red lights and never touched each other

  • About 0.07 ms per vehicle per frame with 50 vehicles

Traversecraft: movement

  • Vault, mantle and climb fitted to the obstacle’s real height (up to 3 m), ladders, ledge hang and shimmy, slide, wall run, ziplines, ropes and co-op boosts

  • For the Character Movement Component and for Mover, inside their own prediction

  • At 150 ms and 5% loss: about 2 corrections of a few centimetres per traversal on CMC, under 1 rollback on Mover

  • One right click sets up the Game Animation Sample character, and nav links let the AI use the moves too

Gorecraft: wounds and dismemberment

  • Wounds on any skeletal mesh with no UV setup and no render targets. They follow the animation and go through the clothes over the body

  • Limbs come off at the joint or along any plane through the bone, with a closed stump and a part that falls with physics

  • Tested on the UE5 mannequin, a MetaHuman and a four-legged wolf

  • Decided on the server and replicated: a player who joins late sees the same wounds and missing limbs

  • 32 wounds on each of 30 characters cost about 0.2 ms of GPU at 1080p on an RTX 2070 Super

What it is not. It is not a finished game, and no environment art is included. The towns and buildings in the gallery are demo scenes, and the animations in the packages are examples meant to be replaced with your own.