Three C++ plugins for a multiplayer shooter on Unreal Engine 5.6, 5.7 and 5.8: the player and the weapons (Aimcraft), the AI soldiers who fight with and against the players (Squadcraft), and the maps (Atlascraft). Together they cost about 30% less than bought apart.
Each one is a separate plugin and works without the others. They follow the same rules: C++ with every class and setting open to Blueprint, replicated with the server in charge, source code included, and public documentation you can read before you buy.
Aimcraft: the player and the weapons
Procedural first-person weapons for the standard UE5 skeleton. Grip, sights, sway, recoil and lean are worked out from the weapon mesh, so there are no weapon animations to retarget
A shooter where the server is in charge, with lag compensation. In the plugin’s tests at 150 ms of lag and 5% packet loss, 16 of 16 shots land with compensation on, and all 12 forged hits are refused
Penetration and ricochet by surface, a body in seven parts with stamina, vaulting and climbing, and footsteps by surface
A grid or weight-based inventory, attachments, grenades and medical items
Menus and online built in: main and pause menus, a five-tab settings screen with key remapping, and sessions, invites and achievements for Steam, the Epic Games Store and LAN
Squadcraft: the AI
Cover found on its own from the navmesh and the walls, with no markers to place
Squads with roles: one soldier pins you down while the flanker goes round, grenades flush players out of cover, and the squad stacks on a door to breach and clear the room
Suppression that makes them fire blind, morale that breaks into running and surrender, and downed soldiers dragged to cover and revived
Squads for the player too, with orders from a command menu
StateTree by default, plus Behavior Tree and EQS nodes, and combat through GAS
About 0.1 ms of game thread per AI on a dedicated server
Atlascraft: the maps
Minimap, world map, compass and on-screen markers, in ready UMG widgets
Bake Map photographs your level from above, World Partition included: 2 km at 2048 px takes about 2 seconds
Waypoints, team pings with a cooldown, a route over the navmesh, fast travel and notes on the map
Fog of war per player or per team, and a vision fog where walls and hills block the sight
Light on the network: with two clients on a 2 km map, each received 1.1 to 1.7 KB/s
What it is not. This is not a finished game. There are no game modes, scoreboard or match flow to start from, and the characters and animations in the demos are placeholders. The bundle gives you the systems; your game ties them together.